conversations
listlengths 5
19
|
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[
{
"actor": "Cuno",
"dialogue": "\"Okay, so, we've got the old fuck.\" The kid whispers, his eyes bugging out of his skull with excitement."
},
{
"actor": "You",
"dialogue": "\"Do you think he did it?\""
},
{
"actor": "Cuno",
"dialogue": "A crooked little smile. \"Oh fuck, he's practically dyin' to big up how he did it. Just get him to cough it up. Cuno's got your back.\""
},
{
"actor": "You",
"dialogue": "\"I'm slapping myself to get ideas!\""
},
{
"actor": "Cuno",
"dialogue": "\"Yeah, Cuno can see that,\" the kid says seriously. \"So can fuckin' murderoonie here. You should stop -- it's weird as fuck.\""
},
{
"actor": "You",
"dialogue": "\"What can I put on him, to get him to confess?\""
},
{
"actor": "Cuno",
"dialogue": "\"He's into some ancient warrior shit. Hate shit. Pressure cook him. Push it on him, like -- motive shit. Pig style.\""
},
{
"actor": "Logic",
"dialogue": "Of course -- why didn't *you* think of it?! Motive shit. Pig style."
}
] |
[
{
"actor": "Garte, the Cafeteria Manager",
"dialogue": "A man in his late twenties stands behind the counter, inspecting a stuffed seabird. As you approach, he gives you a sideways glance, then looks down again."
},
{
"actor": "Garte, the Cafeteria Manager",
"dialogue": "[Action/Check: Condition: Variable[\"reputation.superstar_cop\"] >=2]"
},
{
"actor": "Empathy",
"dialogue": "That was disdain in his eyes. Even now he is purposefully ignoring you. Looks like he's not a fan."
},
{
"actor": "Empathy",
"dialogue": "Everything is cool between you and this guy. He's a big fan. Make some small talk."
},
{
"actor": "You",
"dialogue": "[Leave.]"
}
] |
[
{
"actor": "Gaston's Sandwich",
"dialogue": "The ham-sandwich looks fresh and nutritious in you hand, begging to be eaten."
},
{
"actor": "Empathy",
"dialogue": "A treat of this magnitude should not be enjoyed alone."
},
{
"actor": "You",
"dialogue": "\"Step back everyone, it's gonna get messy.\" (Eat the sandwich.)"
},
{
"actor": "Gaston's Sandwich",
"dialogue": "You jam your teeth into the sandwich and immediately feel a series of taste explosions go off in you mouth. It's like someone's carpet-bombing your tongue with ambrosia."
},
{
"actor": "Gaston's Sandwich",
"dialogue": "This is what angels must taste like. Your saliva production increases tenfold. You can barely contain it all."
},
{
"actor": "You",
"dialogue": "Take giant bites and swallow them half-chewed."
},
{
"actor": "Gaston's Sandwich",
"dialogue": "The taste-assault in your mouth abates for a moment... wolfing it down is efficient, but lacking in appreciation."
},
{
"actor": "You",
"dialogue": "Get into there and do some real damage!"
},
{
"actor": "Gaston's Sandwich",
"dialogue": "You really ram into the sandwich, *deep*. The tomato slides off, mayo drips everywhere (including your moustache and clothes), bits of ham fall onto the ground..."
},
{
"actor": "Gaston's Sandwich",
"dialogue": "You can barely feel the taste, but it seems decent enough. At least it gets your stomach nice and full. Good sandwich -- durable!"
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.kimintro_done\"]]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Morning.\" He gives you a quick nod."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_took_away_body_day_2\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"TASK.find_out_whos_in_the_union_box\"]]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Looks like we can get to work at once. The Union muscle turned up.\" He points to the mess hall doors. \"They look rowdy. We should talk to them.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (CheckEquipped(\"shoes_t500\") and Variable[\"whirling.kim_stolen_boots_greet_done\"] == false) == false]"
},
{
"actor": "You",
"dialogue": "\"Let's roll.\" [Leave.]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_out_whos_in_the_union_box\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"One more thing before we do...\" He glances at the booth again. \"We don't have to talk to them immediately. We can walk right past them, continue with our business.\""
}
] |
[
{
"actor": "Cuno",
"dialogue": "\"Shoot that shit at Cuno, piggonaut.\""
},
{
"actor": "You",
"dialogue": "\"The body -- what do you know about it?\""
},
{
"actor": "Cuno",
"dialogue": "\"Shitload, pig, what's your question?\""
},
{
"actor": "Cunoesse",
"dialogue": "\"Don't tell the pig shit, Cuno!\""
},
{
"actor": "Reaction Speed",
"dialogue": "This is where you *quickly* ask him questions. Real cop-questions. Like a cop."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"yard.cuno_cop_questions\"]]"
},
{
"actor": "You",
"dialogue": "\"Where's the rest of his armour?\""
},
{
"actor": "Cuno",
"dialogue": "\"Cuno doesn't give a shit about the armour.\""
},
{
"actor": "You",
"dialogue": "\"How come?\""
},
{
"actor": "Cuno",
"dialogue": "\"Cuno's fuck-gimp's got one big thing wrong with him. He's a fucking mutant.\""
},
{
"actor": "You",
"dialogue": "\"A mutant?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.fridge_victims_body_done\"] or Variable[\"TASK.send_corpse_to_processing_done\"]) == false]"
},
{
"actor": "Cuno",
"dialogue": "\"Look at him!\" He points to the body. \"Fucking growth hormone shit. He's a giant. The armour's too big for *any man*.\""
}
] |
[
{
"actor": "Map Wall",
"dialogue": "Several maps have been attached to a bulletin board hidden inside the alcove. They're held up by small pins. The board has come loose from one corner."
},
{
"actor": "Map Wall",
"dialogue": "The maps look old and faded. Your eye catches a map of Insulinde, a map of Revachol, and a map of Martinaise."
},
{
"actor": "Map Wall",
"dialogue": "[Action/Check: Condition: Variable[\"TASK.buy_a_map_of_martinaise\"] and Variable[\"TASK.buy_a_map_of_martinaise_done\"] == false and CheckItem(\"map_of_martinaise\") == false]"
},
{
"actor": "Map Wall",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
},
{
"actor": "Reaction Speed",
"dialogue": "Martinaise!"
},
{
"actor": "Visual Calculus",
"dialogue": "This one *could* work for seeing where the shot came from."
},
{
"actor": "You",
"dialogue": "\"I want to buy the map of Martinaise.\""
},
{
"actor": "Plaisance",
"dialogue": "\"Officer, discard the thought. For your brave efforts against those thugs you may have it for free.\""
},
{
"actor": "You",
"dialogue": "\"I want to buy the map of Martinaise.\""
},
{
"actor": "Plaisance",
"dialogue": "\"Officer, discard the thought. For your brave efforts against those thugs you may have it for free.\""
},
{
"actor": "You",
"dialogue": "\"I want to buy the map of Martinaise.\""
}
] |
[
{
"actor": "Photo of Tattoos",
"dialogue": "An intricate web of blue lines stretches across the torso of the hanged man, from the right shoulder to the solar plexus. Each time the lines intersect, a small white star is formed in their crossing. Hundreds of fading asterisks riddle his skin; their concentration is highest around his heart."
},
{
"actor": "Photo of Tattoos",
"dialogue": "It still kind of looks like a map of the stars in the night sky, but... something's not right."
},
{
"actor": "You",
"dialogue": "What's the meaning of this tattoo?"
},
{
"actor": "Photo of Tattoos",
"dialogue": "For you to discover. You've gotten as far as you will without assistance."
},
{
"actor": "Suggestion",
"dialogue": "Someone close to the victim might know."
},
{
"actor": "Encyclopedia",
"dialogue": "Someone who knows about history could tell you."
},
{
"actor": "You",
"dialogue": "What's the meaning of this tattoo?"
},
{
"actor": "Photo of Tattoos",
"dialogue": "For you to discover. You've gotten as far as you will without assistance."
},
{
"actor": "Suggestion",
"dialogue": "Someone close to the victim might know."
},
{
"actor": "Encyclopedia",
"dialogue": "Someone who knows about history could tell you."
},
{
"actor": "You",
"dialogue": "Who are you?"
}
] |
[
{
"actor": "Man on water lock",
"dialogue": "[Action/Check: Condition: Variable[\"canal.water_lock_greeting_done\"]]"
},
{
"actor": "Man on water lock",
"dialogue": "[Action/Check: Condition: (IsEvening()) == false]"
},
{
"actor": "Man on water lock",
"dialogue": "[Action/Check: Condition: (IsAfternoon()) == false]"
},
{
"actor": "Man on water lock",
"dialogue": "[Action/Check: Condition: IsMorning()]"
},
{
"actor": "Man on water lock",
"dialogue": "\"Good morning to you, officer!\""
},
{
"actor": "Man on water lock",
"dialogue": "[Action/Check: Condition: (DayCount() > 2) == false]"
},
{
"actor": "You",
"dialogue": "\"You said the coast is closed off? This may be why Lena's husband Morell the cryptozoologist hasn't returned.\""
},
{
"actor": "Man on water lock",
"dialogue": "\"Uhm... I haven't seen any *cryptologists* around here, but sure -- if they're on the other side, they're stuck. Like my friend Barry.\""
},
{
"actor": "Man on water lock",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"We should probably go tell Lena. Take a load off her mind.\""
}
] |
[
{
"actor": "Ancient Reptilian Brain",
"dialogue": "There is nothing."
},
{
"actor": "Ancient Reptilian Brain",
"dialogue": "Again."
},
{
"actor": "You",
"dialogue": "Nothing?"
},
{
"actor": "Ancient Reptilian Brain",
"dialogue": "Nothing, sad brother. No treachery. Just blackout."
},
{
"actor": "You",
"dialogue": "Just lie there, passed out."
},
{
"actor": "Ancient Reptilian Brain",
"dialogue": "Well, *almost* nothing. There is the ground below you. That's still there. And the small light that's on -- fluttering -- somewhere in the Basal Ganglia."
},
{
"actor": "You",
"dialogue": "Who's that?"
},
{
"actor": "Ancient Reptilian Brain",
"dialogue": "That's me, blue eyes. That's me."
},
{
"actor": "You",
"dialogue": "And who was *that*?"
},
{
"actor": "Ancient Reptilian Brain",
"dialogue": "Who was what?"
},
{
"actor": "Limbic System",
"dialogue": "He speaks of the *sickening* longing, the unwell emotion. Even in the darkness he's grasping for it, still trying to hold on to the great sorrows slipping in the water -- slimy."
},
{
"actor": "You",
"dialogue": "No, I was *cool*. I'm cool."
},
{
"actor": "Ancient Reptilian Brain",
"dialogue": "The cool when you're dead, brother."
},
{
"actor": "Limbic System",
"dialogue": "Here in the Paleo-Mammalian Cortex we call it -- *the shadow*."
},
{
"actor": "Limbic System",
"dialogue": "Because it's always there."
},
{
"actor": "Perception (Smell)",
"dialogue": "Tell him! Tell him!"
}
] |
[
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.return_lenas_pin\"]) == false]"
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.pay_lena_back\"]) == false]"
},
{
"actor": "You",
"dialogue": "\"I just wanted to thank you again.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"Of course, dear! I just wish I could have done more.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]"
},
{
"actor": "You",
"dialogue": "\"I don't know if you've noticed, but I don't know where I am, or what I'm doing. Or *anything*.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"Yes, officer, you look rather dazed... like a stunned fox. But surely things can't be *that* bad?\" Her eyes follow your movements with some concern."
},
{
"actor": "Suggestion",
"dialogue": "She won't judge you, no matter what you say."
},
{
"actor": "You",
"dialogue": "\"I hope you're right. I hope it's not too bad...\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"You know where we *are*, right?\""
},
{
"actor": "You",
"dialogue": "\"We're dead. Haunting each other. We're ghosts.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"Now, now.\" She tilts her head as she looks up at you with maternal solicitude."
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"We are alive -- in a hostel called the Whirling-in-Rags. And the Whirling itself is in the city of Revachol.\""
}
] |
[
{
"actor": "You",
"dialogue": "\"About your pin...\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"I hope you were able to pawn that old trinket!\" She smiles up at you earnestly."
},
{
"actor": "You",
"dialogue": "\"I bought it back. I know it means a lot to you. You should have it.\" (Give her the pin.)"
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"Aw, thank you, dear. I confess -- I am glad to see it again. Very honourable of you, officer.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "Even the lieutenant seems happy with this turn of events."
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"Now, what else, sweetie?\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.lena_pin_task_from_main\"]) == false]"
},
{
"actor": "You",
"dialogue": "\"On second thought, things *are* bad. I don't even know enough to know what I *don't* know about this world.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"You know where we *are*, right?\""
},
{
"actor": "You",
"dialogue": "\"I don't really know... some seedy hotel?\""
}
] |
[
{
"actor": "Project Dread Board",
"dialogue": "Your flashlight slides over an old green chalkboard covered in scribbles, sketches and schemes like some ancient cave mural."
},
{
"actor": "Project Dread Board",
"dialogue": "Some of the writing has faded with age, but you can still make out sections here and there; photos and drawings have been pinned to the board."
},
{
"actor": "You",
"dialogue": "Inspect the drawings."
},
{
"actor": "Project Dread Board",
"dialogue": "These lithe, pointy-eared creatures appear to be different types of *welkins*. You make out autumnal *candle-welkins* casting wax-based magic..."
},
{
"actor": "Project Dread Board",
"dialogue": "*Translucent welkins* with organs shining under their skin, and even aether welkins -- hailing from the vast emptiness of sidereal space."
},
{
"actor": "Inland Empire",
"dialogue": "Who are all those creatures? Fantasies of a tortured, feverish mind?"
},
{
"actor": "Drama",
"dialogue": "You should adopt one of those welkins as your *persona*. No longer a mere man -- but a welkin..."
},
{
"actor": "Project Dread Board",
"dialogue": "One of the welkins -- towering among the rest -- appears to be different, however."
},
{
"actor": "You",
"dialogue": "Examine the welkin -- this is important."
},
{
"actor": "Project Dread Board",
"dialogue": "It's Vaarahamira, a *high welkin* -- his face white and scarred like cracked marble. This is clearly a welkin supremacist. The note says: 'All non-welkin races will be purged.'"
},
{
"actor": "Project Dread Board",
"dialogue": "The huldur, the dweorg, the humans, and even headless men... all of them. Purged. Imagine a world filled *only* with welkin! Green welkin, dread welkin... and the high welkin to rule them all."
}
] |
[
{
"actor": "Washerwoman",
"dialogue": "[Action/Check: Condition: (IsHourBetween(21, 2)) == false]"
},
{
"actor": "Washerwoman",
"dialogue": "[Action/Check: Condition: (Variable[\"village.has_shack\"]) == false]"
},
{
"actor": "Washerwoman",
"dialogue": "[Action/Check: Condition: Variable[\"village.ww_altgreet_singing_reaction\"]]"
},
{
"actor": "Washerwoman",
"dialogue": "\"The policeman.\" She squints at you. \"What can our village do for you?\""
},
{
"actor": "You",
"dialogue": "\"Actually, is that free room still available?\""
},
{
"actor": "Washerwoman",
"dialogue": "\"Change your mind, did you? I thought you might. Won't find a better deal than free.\""
},
{
"actor": "Washerwoman",
"dialogue": "\"Don't make this old women regret giving the police the key to her house.\" She takes out a key from under her apron and hands it to you. \"Here.\""
},
{
"actor": "You",
"dialogue": "\"Do you know anything about a lost jacket?\""
},
{
"actor": "Washerwoman",
"dialogue": "\"What do you want with a lost jacket?\""
},
{
"actor": "Washerwoman",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"canal.light_paid_shares\"]]"
},
{
"actor": "Sawed-off Street Light",
"dialogue": "It's the 700 reál modified street light you traded for shares."
},
{
"actor": "You",
"dialogue": "Look at the light in your life."
},
{
"actor": "Sawed-off Street Light",
"dialogue": "The pole has been carefully cut, the wiring redone and attached to a standard indoor plug. The light buzzes faintly but persistently."
},
{
"actor": "Inland Empire",
"dialogue": "She's going to *love* it."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"canal.light_inland_she\"]) == false]"
},
{
"actor": "You",
"dialogue": "Look at the light in your life."
},
{
"actor": "Sawed-off Street Light",
"dialogue": "The pole has been carefully cut, the wiring redone and attached to a standard indoor plug. The light buzzes faintly but persistently."
},
{
"actor": "Inland Empire",
"dialogue": "She's going to *love* it."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"canal.light_inland_she\"]]"
},
{
"actor": "You",
"dialogue": "Who is?"
},
{
"actor": "Inland Empire",
"dialogue": "Silence..."
}
] |
[
{
"actor": "Acele",
"dialogue": "\"Believe me, dude, it's better we talk about something else.\""
},
{
"actor": "You",
"dialogue": "\"I'd like to know more about your associates.\""
},
{
"actor": "Acele",
"dialogue": "\"My 'associates'?\" She blows on her chilled fingers. \"I haven't got much to say about them.\""
},
{
"actor": "You",
"dialogue": "\"What do you mean? You must know *something* about them.\""
},
{
"actor": "Acele",
"dialogue": "\"Of course I do. I just don't tell people about my friends and who they are and so on. I don't provide information on them.\""
},
{
"actor": "Rhetoric",
"dialogue": "To the cops."
},
{
"actor": "You",
"dialogue": "\"What about you? Tell me something about yourself.\""
},
{
"actor": "Acele",
"dialogue": "\"Me? I'm a silver bird.\""
},
{
"actor": "Shivers",
"dialogue": "High above and to the east, the cold winds blow over the feathers of an early songbird. She lands on the stone ledge of a tall building. Her beak a silvery grey."
},
{
"actor": "Encyclopedia",
"dialogue": "A silver bird... feels strangely familiar. Was it an expression? And if yes, then for what? Then your mind slips and the thought is gone."
},
{
"actor": "You",
"dialogue": "\"A-ha. Okay. Maybe I'll ask later about all this.\""
},
{
"actor": "Acele",
"dialogue": "\"Don't know what makes you think it'll be any different later, but...\""
},
{
"actor": "Acele",
"dialogue": "[Action/Check: Condition: Variable[\"ice.acele_heard_about_silver_bird\"]]"
},
{
"actor": "Reaction Speed",
"dialogue": "Feels like you missed something here. What was that about a bird? Forget it. Maybe later."
},
{
"actor": "You",
"dialogue": "\"I'd like to know more about your associates.\""
},
{
"actor": "Acele",
"dialogue": "\"My 'associates'?\" She blows on her chilled fingers. \"I haven't got much to say about them.\""
}
] |
[
{
"actor": "Set of Tracks",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.tracks_viscal_wc_success_done\"]) == false]"
},
{
"actor": "Perception (Sight)",
"dialogue": "You see a set of tyre tracks in the brown slush that covers the plaza mosaic."
},
{
"actor": "You",
"dialogue": "Why am I looking at this?"
},
{
"actor": "Perception (Sight)",
"dialogue": "Cop habit. You look at everything."
},
{
"actor": "Logic",
"dialogue": "This isn't case-related, you think."
},
{
"actor": "You",
"dialogue": "What kind of vehicle drove through here?"
},
{
"actor": "Set of Tracks",
"dialogue": "[Action/Check: Condition: DayCount() > 1]"
},
{
"actor": "Perception (Sight)",
"dialogue": "Hard to say."
},
{
"actor": "You",
"dialogue": "Why am I looking at this?"
},
{
"actor": "Perception (Sight)",
"dialogue": "Cop habit. You look at everything."
},
{
"actor": "Logic",
"dialogue": "This isn't case-related, you think."
}
] |
[
{
"actor": "You",
"dialogue": "\"What was that about running you an errand and *illegal narcotics*, Cuno?\""
},
{
"actor": "Cuno",
"dialogue": "\"Cuno gets it from his dad. Cuno and his dad are major suppliers!\" His eyes bulge; their veins reach out like tree branches. \"That's where Cuno gets his lightning on.\""
},
{
"actor": "Cuno",
"dialogue": "\"Problem is, Cuno and his dad had a little falling out. Now junkies clawing at Cuno's door. Streets going mad. Cuno's gotta throw his dirty popo-man at it.\""
},
{
"actor": "You",
"dialogue": "\"Mhmh, this is very interesting, but I'll have to get back to you.\""
},
{
"actor": "Cuno",
"dialogue": "\"Don't take for fucking ever, Cuno's got wheels turning everywhere.\""
},
{
"actor": "You",
"dialogue": "\"I got more speed. Let's do this again.\""
},
{
"actor": "Cuno",
"dialogue": "\"All right, now we talkin'. Same shit as before. You give Cuno Cuno's kilo -- Cuno gives you half a kilo back.\""
},
{
"actor": "You",
"dialogue": "\"Aren't you going ask how I got past your dad?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Cuno",
"dialogue": "\"Word on the street is you sent your little friend in dressed as a *hooker*. Distraction-style. That's some sick shit.\" He nods approvingly to the lieutenant."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "Not a single muscle moves on the lieutenant's face."
}
] |
[
{
"actor": "René Arnoux",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.rene_hero_Story_rc\"]]"
},
{
"actor": "Drama",
"dialogue": "Go long, go deep, go unconventional!"
},
{
"actor": "You",
"dialogue": "\"My story doesn't have gunfire, blood or spilled guts, but let me give you a *different* take on heroism.\""
},
{
"actor": "René Arnoux",
"dialogue": "\"Sure, officer.\" Already he looks sceptical. \"Let's hear your *take*.\""
},
{
"actor": "You",
"dialogue": "\"Imagine just flickering into existence from nothingness.\""
},
{
"actor": "René Arnoux",
"dialogue": "\"I'm not following you.\""
},
{
"actor": "Drama",
"dialogue": "He'll get it. Don't worry, just continue -- he's *gonna* be impressed."
},
{
"actor": "You",
"dialogue": "\"Imagine knowing nothing but the sweet oblivion only to wake into unbelievable pain...\""
},
{
"actor": "René Arnoux",
"dialogue": "The man stares at you, silently frowning."
},
{
"actor": "Perception (Sight)",
"dialogue": "Doesn't look like he's imagining it."
},
{
"actor": "You",
"dialogue": "\"Right when you are willing to do just about anything to make it stop, you open your eyelids...\""
},
{
"actor": "René Arnoux",
"dialogue": "The carabineer crosses his arms and spits in the crater."
},
{
"actor": "You",
"dialogue": "\"... and realize you've pushed yourself too far. Past the point of no return.\""
},
{
"actor": "René Arnoux",
"dialogue": "\"You're talking about getting black-out shitfaced drunk and going into delirium, right?\" he asks impatiently."
},
{
"actor": "René Arnoux",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
}
] |
[
{
"actor": "Pile of Eternite",
"dialogue": "A pane of eternite has been planted into the snow. Two poles are holding it up."
},
{
"actor": "Interfacing",
"dialogue": "*Barely* holding it up. It could fall over any minute... a stronger gust of wind might be enough."
},
{
"actor": "You",
"dialogue": "\"What is this?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\""
},
{
"actor": "You",
"dialogue": "\"What is this?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\""
},
{
"actor": "You",
"dialogue": "\"What is this?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"It looks like a makeshift bridge.\" The lieutenant adjusts his collar against a cool breeze. \"Could be convenient.\""
},
{
"actor": "You",
"dialogue": "[Leave it as is.]"
}
] |
[
{
"actor": "Cleaning Lady",
"dialogue": "\"Give me a moment...\" The cleaning lady still seems to be having difficulty breathing."
},
{
"actor": "You",
"dialogue": "\"I'm looking for Billie Méjean's apartment. Could you direct me?\""
},
{
"actor": "Cleaning Lady",
"dialogue": "\"It's about Victor, isn't it?\" She narrows her pale grey eyes. \"It's always about Victor with her... You'll find the Méjeans in apartment #20 upstairs. It's one of the doors on the balcony.\""
},
{
"actor": "You",
"dialogue": "\"I have a few questions about those apartments...\""
},
{
"actor": "Cleaning Lady",
"dialogue": "\"Ask away, policeman.\""
},
{
"actor": "You",
"dialogue": "\"What can you tell me about Cindy?\""
},
{
"actor": "Cleaning Lady",
"dialogue": "\"The *artist*?\" She scoffs. \"Nothing I can do about her, I'm afraid. She ruins the walls faster than I can clean them. Still...\" She leans on her broom."
},
{
"actor": "Cleaning Lady",
"dialogue": "\"She leaves an old lady to her business. More than I can say for others...\""
},
{
"actor": "You",
"dialogue": "\"Who lives in apartment #12? I heard snoring.\""
},
{
"actor": "Cleaning Lady",
"dialogue": "\"The de Ruyters...\" She frowns. \"He's chained it and fallen into a stupor again.\""
}
] |
[
{
"actor": "René Arnoux",
"dialogue": "\"Right.\" The old man stands tall and proud, looking at you inquisitively."
},
{
"actor": "You",
"dialogue": "\"I managed to get my hands on Gaston's sandwich.\""
},
{
"actor": "René Arnoux",
"dialogue": "\"Yes,\" he says impatiently. \"I was standing right here. I saw it. Why are you telling me this?\""
},
{
"actor": "Composure",
"dialogue": "He seems agitated. Trying to control himself."
},
{
"actor": "You",
"dialogue": "\"Let us -- true Revacholians -- symbolically share this meal. For Revachol!\" (Give half the sandwich to René and eat your half.)"
},
{
"actor": "Gaston Martin",
"dialogue": "\"What? No!\" He gasps, looking like he's about to cry. \"Old angry René doesn't even have taste buds -- it would be a complete...\""
},
{
"actor": "René Arnoux",
"dialogue": "\"*Silence!*\" he snaps at Gaston, then turns to you: \"Since you put it that way, I *symbolically* accept your cordial gesture.\" He eats the sandwich-half in two well-measured bites and nods. \"For Revachol.\""
},
{
"actor": "Visual Calculus",
"dialogue": "Consuming food is mechanical process for him. He doesn't enjoy it, just goes through the motions and moves on."
},
{
"actor": "René Arnoux",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.rene_conze_renes_a_machine\"]) == false]"
},
{
"actor": "Gaston Martin",
"dialogue": "The old man looks devastated as he observes you and René strengthen your manly bond over his culinary wonder."
},
{
"actor": "Empathy",
"dialogue": "Cautious nature prevents him from voicing more objections, but he will always remember the cop who bullied him -- of that you can be sure."
},
{
"actor": "René Arnoux",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Excellent job bullying that old man, officer,\" the lieutenant says with a frown. He looks impatient and not happy. \"He'll be sure to put in a good word for the RCM in the future.\""
},
{
"actor": "Rhetoric",
"dialogue": "He doesn't think it was an excellent job at all -- he's disappointed."
}
] |
[
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_cryptozoologists_1\"]) == false]"
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_greeting_done\"]) == false]"
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "[Action/Check: Condition: (Variable[\"coast.morell_midgreet_leave\"]) == false]"
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "\"Here we go. Nice and easy. No way out, little guys, not out of this jam...\""
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "There's a cylinder on the ground in which the man is arranging some netting. It looks like some kind of trap. He notices you."
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "\"Who's there? Oh, the police. Hello, officer.\""
},
{
"actor": "Composure",
"dialogue": "His self-conscious enthusiasm renders his movements ungainly. He looks like your understanding of a scientist."
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "[Action/Check: Condition: Variable[\"coast.gary_hello\"]]"
},
{
"actor": "Morell, the Cryptozoologist",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.locate_morell\"]) == false]"
},
{
"actor": "Gary, the Cryptofascist",
"dialogue": "\"MAYBE THE WATER LOCK IS FIXED!\""
}
] |
[
{
"actor": "Barred Door",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.barreddoor_inside_main_hub_reached\"] == true) == false]"
},
{
"actor": "Barred Door",
"dialogue": "This is a small, heavy door. There is no lock in sight."
},
{
"actor": "You",
"dialogue": "\"Where does this lead to?\""
},
{
"actor": "Barred Door",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.steel_door_unlocked\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I don't know.\" He makes a note in his notebook."
},
{
"actor": "Barred Door",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.investigate_mysterious_door\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"We should search downstairs, in the kitchen -- just in case. Maybe there's a door that leads up, that we don't know of.\""
},
{
"actor": "You",
"dialogue": "\"Do you think it's important?\""
},
{
"actor": "Barred Door",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.investigate_mysterious_door\"] and Variable[\"TASK.investigate_mysterious_door_done\"] == false) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"The further we get, the more this building seems to be tied to the case...\""
},
{
"actor": "Shivers",
"dialogue": "Below, the hostel-cafeteria creaks and groans under your added weight -- a skeleton of composite support beams and cantilevers."
},
{
"actor": "Barred Door",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.barreddoor_shivers_creeking\"]]"
}
] |
[
{
"actor": "You",
"dialogue": "\"It's the netherworld. Beyond the veil.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"No, it's a gym,\" he disagrees. \"Though it looks like no one's been here in ages...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\""
},
{
"actor": "Perception (Sight)",
"dialogue": "Some specks of dust shimmer in a ray of streetlight falling from the window. Other than that, the room is dark."
},
{
"actor": "Inland Empire",
"dialogue": "An eerie feeling rises in your chest..."
},
{
"actor": "You",
"dialogue": "\"Let's go get the flashlight then.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "The lieutenant nods."
}
] |
[
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_main_hub_reached\"]) == false]"
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_prehub_reached\"]]"
},
{
"actor": "The Gardener",
"dialogue": "\"You're back.\""
},
{
"actor": "You",
"dialogue": "\"I have some questions for you.\""
},
{
"actor": "The Gardener",
"dialogue": "\"Of course. What can I help you with?\""
},
{
"actor": "You",
"dialogue": "\"Who are you exactly?\""
},
{
"actor": "The Gardener",
"dialogue": "\"Me? I'm just a gardener.\""
},
{
"actor": "Composure",
"dialogue": "She hides it well, but behind the sweat and dirt there is something... else. In her rigid posture."
},
{
"actor": "You",
"dialogue": "\"Good to meet you, Just-A-Gardener. Another question then.\""
},
{
"actor": "The Gardener",
"dialogue": "\"I am pleased to meet you too, officer.\""
},
{
"actor": "You",
"dialogue": "\"The body is gone.\""
}
] |
[
{
"actor": "Crane Control Panel",
"dialogue": "A rusting control panel with several knobs. The words *Marche* and *Arrêt* are -- very, very slightly -- even more faded with use."
},
{
"actor": "You",
"dialogue": "Press *Marche*."
},
{
"actor": "Crane Control Panel",
"dialogue": "With a loud grind the crane shifts overhead, moving a massive metal container through the air..."
},
{
"actor": "Crane Control Panel",
"dialogue": "... and with a surprisingly quiet thunk, the crane places the container down."
},
{
"actor": "Inland Empire",
"dialogue": "This crane was built with a purpose which has now been fulfilled -- to move *this* container."
},
{
"actor": "Interfacing",
"dialogue": "The harbour sleeps as the strike rages in the distance. The crane can rest again, now that its purpose has been fulfilled."
}
] |
[
{
"actor": "Idiot Doom Spiral",
"dialogue": "[Action/Check: Condition: (Variable[\"village.idiot_greeting_done\"]) == false]"
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "[Action/Check: Condition: (Variable[\"village.idiot_mid_greet_exit\"]) == false]"
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "\"Hey, Tequila!\" A thirty-something man clad in a two-piece Lickra(TM) tracksuit puts down his pilsner and extends his hand in greeting."
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "\"Good to see you! How's business? How's the whole *reality situation* treating you?\""
},
{
"actor": "You",
"dialogue": "Don't shake his hand."
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "\"So what's happening?\" He picks up his beer."
},
{
"actor": "You",
"dialogue": "\"Not too hot. I'm on a 50-year losing streak.\""
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "\"That's harsh. I'm like three or maybe four years into mine. Wait no, make it five.\" He looks at his shit-stained Lickra(TM) with a grim expression."
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "[Action/Check: Condition: Variable[\"village.idiot_greeting_sad\"]]"
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "\"Things aren't going super well for Idiot Doom Spiral either. Haven't found those keys yet; haven't won that great piece of ass back. No word from my business-buddies...\" He takes a sip from his beer."
},
{
"actor": "Suggestion",
"dialogue": "This guy's your buddy-buddy. You feel it immediately: you belong to an organization. A fraternity. Of *drunks*."
},
{
"actor": "Conceptualization",
"dialogue": "*Idiot Doom Spiral*, huh? This is bound to be a good, high-concept conversation. At last!"
},
{
"actor": "Idiot Doom Spiral",
"dialogue": "[Action/Check: Condition: (IsTaskActive(\"TASK.get_wealth_manager\")--[[ Variable[ ]]) == false]"
}
] |
[
{
"actor": "Rhetoric",
"dialogue": "Rise and shine, comrade. It's time to get to work."
},
{
"actor": "You",
"dialogue": "What's going on?"
},
{
"actor": "Rhetoric",
"dialogue": "Despite all the thinking you've been doing, only 0.0001% of communism has been built. It's too great a task to undertake alone. You're going to have to *get organised*."
},
{
"actor": "Endurance",
"dialogue": "Have you engaged the shit compressor? This task won't permit any looseness on your part, mentally or physically..."
},
{
"actor": "You",
"dialogue": "I'm ready, let's get to it."
},
{
"actor": "Rhetoric",
"dialogue": "You must seek out your revolutionary brothers and sisters. Find out how much communism they've built. Then, together, maybe you'll be able to build as much as 0.0002% of communism."
},
{
"actor": "Rhetoric",
"dialogue": "But it won't be *easy*. Decades of persecution by Coalition authorities have driven the remaining communists of Martinaise *underground*."
},
{
"actor": "Inland Empire",
"dialogue": "They live underground? These communists aren't men, they're *mole people*!"
},
{
"actor": "You",
"dialogue": "How am I supposed to find them if they're hiding? (Proceed.)"
},
{
"actor": "Rhetoric",
"dialogue": "Let your *nose* guide you, detective."
},
{
"actor": "You",
"dialogue": "My *nose*?"
},
{
"actor": "Rhetoric",
"dialogue": "Yes, fortunately communists are known to have a very *distinct* smell."
},
{
"actor": "Perception (Smell)",
"dialogue": "We really have no idea what they're talking about. There's no linkage between ideology and olfaction."
}
] |
[
{
"actor": "Shivers",
"dialogue": "Listen to the wind -- but for *what*? Ruby whistling? The crackle of her bonfire? Some errant whisper, or a dog barking..."
},
{
"actor": "You",
"dialogue": "What am I *doing* here?"
},
{
"actor": "Shivers",
"dialogue": "*WHAT ARE YOU DOING HERE?* A terrible cold comes over you as you think the words. They echo in your skull, alien suddenly."
},
{
"actor": "Inland Empire",
"dialogue": "As if said by someone else. Someone outside you. Around you. Not you."
},
{
"actor": "Feld Mural",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "The lieutenant looks at you shiver, worried suddenly. \"We should go. It gets cold if you stand in one place too long.\""
},
{
"actor": "You",
"dialogue": "[Leave.]"
}
] |
[
{
"actor": "You",
"dialogue": "\"Did you leave any... flowers for Klaasje on the roof?\""
},
{
"actor": "Ruby, the Instigator",
"dialogue": "\"No, gifts of flowers and candy aren't really my style.\""
},
{
"actor": "You",
"dialogue": "\"Not even wildflowers? May bell... for example?\""
},
{
"actor": "Ruby, the Instigator",
"dialogue": "She raises her eyebrows. \"Nope.\""
},
{
"actor": "You",
"dialogue": "\"Not even wildflowers? May bell... for example?\""
},
{
"actor": "Ruby, the Instigator",
"dialogue": "She raises her eyebrows. \"Nope.\""
},
{
"actor": "You",
"dialogue": "\"Not even wildflowers? May bell... for example?\""
},
{
"actor": "Ruby, the Instigator",
"dialogue": "She raises her eyebrows. \"Nope.\""
},
{
"actor": "You",
"dialogue": "\"But Klaasje was... mourning...\""
},
{
"actor": "Ruby, the Instigator",
"dialogue": "\"I never did understand why, when someone dies, a hothouse's worth of flowers has to die too.\""
}
] |
[
{
"actor": "You",
"dialogue": "Convince Titus he is being manipulated."
},
{
"actor": "Titus Hardie",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_rhetoric_wc\"]]"
},
{
"actor": "Rhetoric",
"dialogue": "Convince *Titus?* he's being manipulated? You should know by now -- Titus Hardie will never falter."
},
{
"actor": "Titus Hardie",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_drama_rc_success_they_lie\"]]"
},
{
"actor": "Composure",
"dialogue": "But you know someone who *might*."
},
{
"actor": "You",
"dialogue": "One of his boys will."
},
{
"actor": "Titus Hardie",
"dialogue": "[Action/Check: Condition: Variable[\"XP.keep_your_eye_on_the_powerful_guy_minus1_rhet_wc_pressure_cooker\"]]"
},
{
"actor": "Composure",
"dialogue": "Fat Angus. The powerful guy. Mr. All Muscle. The time has come -- put him in the pressure cooker."
},
{
"actor": "Rhetoric",
"dialogue": "Just remember it's about more than Klaasje. It's about these men and Martinaise: their district, their *responsibility*."
},
{
"actor": "Titus Hardie",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.hardie_failed_the_rhet_wc_again\"]]"
},
{
"actor": "Suggestion",
"dialogue": "Good. I like this. This guy is learning."
},
{
"actor": "Titus Hardie",
"dialogue": "[Action/Check: Condition: Variable[\"XP.keep_your_eye_on_the_powerful_guy_minus1_rhet_wc_pressure_cooker\"]]"
}
] |
[
{
"actor": "Payphone",
"dialogue": "[Action/Check: Condition: (Variable[\"coast.payphone_interfacing_white_succeeded\"]) == false]"
},
{
"actor": "Payphone",
"dialogue": "[Action/Check: Condition: Variable[\"coast.payphone_made_fourth_prank_call\"]]"
},
{
"actor": "Payphone",
"dialogue": "There's still some unused change in there -- the machine waits for a number to be dialled."
},
{
"actor": "You",
"dialogue": "Put 10 cents in and dial a random number: 005-11-11-313."
},
{
"actor": "Payphone",
"dialogue": "Calling..."
},
{
"actor": "Payphone",
"dialogue": "\"I'm tired...\" A man answers, fast this time. His voice is hoarse from cigarettes. You hear typing in the background."
},
{
"actor": "Perception (Hearing)",
"dialogue": "Sounds like he hasn't talked to anyone in quite a while."
},
{
"actor": "You",
"dialogue": "\"I'm tired too.\""
},
{
"actor": "Payphone",
"dialogue": "\"If I could go just one month without writing. No, two months... I could regenerate my brain. Fucking liberalism...\""
},
{
"actor": "Payphone",
"dialogue": "The man disappears with a sigh."
},
{
"actor": "Payphone",
"dialogue": "You do not hear the customary disconnect tone, just silence in the handset -- the machine is still waiting for you to dial a number."
},
{
"actor": "Logic",
"dialogue": "Seems like it did not have time to swallow the coin. This sometimes happens."
},
{
"actor": "Interfacing",
"dialogue": "Lucky you. The call went too fast for the payphone to register. You can still make a new one without paying."
}
] |
[
{
"actor": "Inland Empire",
"dialogue": "Stop. Just up ahead: danger."
},
{
"actor": "Inland Empire",
"dialogue": "You are prepared. Don't put away your friend. Your weapon. It is glowing in your hand, ready to serve."
},
{
"actor": "Composure",
"dialogue": "Raindrops slip down the oily fabric of the tail end of your necktie-turned-fuse."
},
{
"actor": "You",
"dialogue": "I'm ready to do this."
},
{
"actor": "Inland Empire",
"dialogue": "Good. Be ready to take damage."
}
] |
[
{
"actor": "You",
"dialogue": "\"Show me the soles of your boots.\""
},
{
"actor": "Paledriver",
"dialogue": "\"Now what do you want with an old woman's boots, *xerife*?\""
},
{
"actor": "You",
"dialogue": "\"Nothing, I guess. Let's talk about something else.\""
},
{
"actor": "Paledriver",
"dialogue": "The woman sways her wrinkled shell back and forth, a strange grin across her face."
},
{
"actor": "You",
"dialogue": "\"You seem like a woman who knows a thing or two about drugs.\""
},
{
"actor": "Paledriver",
"dialogue": "\"What do I need drugs for, lawman? What I see, what I *feel*, the Great Adversary... no drugs can compare.\""
},
{
"actor": "You",
"dialogue": "\"The... Adversary?\""
},
{
"actor": "Paledriver",
"dialogue": "\"Yes. There is a *protagonista*...\" She gestures to the intersection. \"And an *adversário*. I am on the side of the Adversary. There's no coming back from that haul.\""
},
{
"actor": "Paledriver",
"dialogue": "[Action/Check: Condition: Variable[\"tc.pale\"]]"
},
{
"actor": "Conceptualization",
"dialogue": "The pale. Sounds like *the* drug to me."
},
{
"actor": "You",
"dialogue": "\"Okay. Let me ask you something else, then.\""
},
{
"actor": "Paledriver",
"dialogue": "The woman sways her wrinkled shell back and forth, a strange grin across her face."
}
] |
[
{
"actor": "You",
"dialogue": "\"Here's the money for the spirits.\""
},
{
"actor": "Rosemary",
"dialogue": "He hands you the bottle. \"Jus' make sure to *enjoy* that one, friend!\""
},
{
"actor": "Rosemary",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.necktie_personified\"] and CheckEquipped(\"neck_tie\")) == false]"
},
{
"actor": "Rosemary",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.necktie_personified\"] == false or Variable[\"TASK.report_to_the_tribunal_done\"] == true]"
},
{
"actor": "Physical Instrument",
"dialogue": "Son, you will NOT kill yourself with this. Not today. So we're going to store this as a SELLABLE item. Go sell it at the pawnshop for a profit."
},
{
"actor": "Rosemary",
"dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_selling_instruction_got\"]) == false]"
},
{
"actor": "Logic",
"dialogue": "If you drink this, then you will die. That's a fact. And that's why we're going to save you from yourself and store this as a SELLABLE item. Go sell it at the pawnshop for a profit."
},
{
"actor": "Rosemary",
"dialogue": "[Action/Check: Condition: (Variable[\"village.rosemary_selling_instruction_got\"]) == false]"
},
{
"actor": "Volition",
"dialogue": "Harry... we're just going to store this one as a sellable item, okay? We're not going to let you kill yourself by drinking it. That's just not an option. Sell it at the pawnshop for profit."
},
{
"actor": "You",
"dialogue": "\"I want a pack of smokes.\""
},
{
"actor": "Rosemary",
"dialogue": "\"My kinda guy,\" he mumbles, handing you a pack. \"Here you go, friend.\""
}
] |
[
{
"actor": "You",
"dialogue": "Look at the table of contents."
},
{
"actor": "Mainframe",
"dialogue": "The first few pages give an overview of the capital and workforce, while the rest of it seems to be a production schedule."
},
{
"actor": "You",
"dialogue": "Skim through the production schedule, whatever it is."
},
{
"actor": "Mainframe",
"dialogue": "The production schedule depicts their glorious descent into bankruptcy."
},
{
"actor": "You",
"dialogue": "Right, what happened?"
},
{
"actor": "Mainframe",
"dialogue": "It was impossible not to fail. The project was too large and no amount of money could satiate the ever-expanding ambitions of the development team."
},
{
"actor": "Mainframe",
"dialogue": "They tried to make a 4,000,000 reál game with 400,000 in their bank account."
},
{
"actor": "Mainframe",
"dialogue": "They thought they could bridge the gap with pure willpower and imagination."
},
{
"actor": "Mainframe",
"dialogue": "They couldn't."
},
{
"actor": "You",
"dialogue": "Oh, so they were done in by their own ambition."
},
{
"actor": "Mainframe",
"dialogue": "No. Even then success remained within an ever-narrowing margin of possibility that, despite everything, never entirely disappeared..."
},
{
"actor": "Mainframe",
"dialogue": "That is, until they discovered the Valley of the Heads."
},
{
"actor": "You",
"dialogue": "That sounds bad."
},
{
"actor": "Mainframe",
"dialogue": "No, it was good. Too good."
},
{
"actor": "Mainframe",
"dialogue": "At the eleventh hour, the lead designer, Zsiemsk-born Sulisław Zawisza, decided that what 'Wirrâl Untethered' needed was a secret mystical location at the extreme edge of the map..."
},
{
"actor": "Mainframe",
"dialogue": "This place was to be the *Valley of the Heads* -- where the heads of all the *headless* constructs could be found. The player would have been able to choose a head for their headless party member, and each head would been voiced on-air by a professional actor."
},
{
"actor": "You",
"dialogue": "How many heads were there?"
},
{
"actor": "Mainframe",
"dialogue": "So many. At last count there were approximately 10,000 heads for 10,000 headless men, all of which could be endlessly recombined."
},
{
"actor": "You",
"dialogue": "That's pretty bad. So that's what did them in?"
}
] |
[
{
"actor": "You",
"dialogue": "Put 10 cents in and dial a random number: 005-99-77-313."
},
{
"actor": "Payphone",
"dialogue": "Calling..."
},
{
"actor": "Payphone",
"dialogue": "Calling..."
},
{
"actor": "Payphone",
"dialogue": "Calling..."
},
{
"actor": "Payphone",
"dialogue": "Still calling..."
},
{
"actor": "Payphone",
"dialogue": "*Still* calling..."
},
{
"actor": "Payphone",
"dialogue": "\"Stop calling me, man!\" Someone picks up. The voice on the other end is slightly hysterical."
},
{
"actor": "Payphone",
"dialogue": "\"I'll get you your money, alright? I just need 'til tonight. Let me work.\""
},
{
"actor": "You",
"dialogue": "\"You seem to be in some sort of trouble. Maybe I can help you, I'm a police officer.\""
},
{
"actor": "Payphone",
"dialogue": "The phone gets hanged up fast as lightning, all you hear is a little shuffle of nylon as the hand moves on the other end."
},
{
"actor": "Payphone",
"dialogue": "Disconnect tone."
},
{
"actor": "Payphone",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Payphone",
"dialogue": "[Action/Check: Condition: Variable[\"coast.payphone_kim_said_stop\"]]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Are we about *done* with this now?\" The lieutenant has taken a few steps back."
}
] |
[
{
"actor": "You",
"dialogue": "\"That did not go...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"*Well*? No, it didn't.\""
},
{
"actor": "You",
"dialogue": "\"I'm sorry, I know I fucked up.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"It's alright, don't worry about it.\" His eyes wander over the streets."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I'll call the station when we're finished with the day and let them know the name of the deceased.\""
},
{
"actor": "You",
"dialogue": "\"What about Billie and her kids?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"There's not much we can do for them anymore, I'm afraid.\""
},
{
"actor": "Volition",
"dialogue": "They have to. It's not your place to live their lives."
},
{
"actor": "You",
"dialogue": "\"That's it?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"That's it. We should get back to our case. There's nothing more we can do here.\""
}
] |
[
{
"actor": "Central Furnace",
"dialogue": "[Action/Check: Condition: (Variable[\"doomed.seen_furnace\"]) == false]"
},
{
"actor": "Central Furnace",
"dialogue": "A thick layer of coal dust covers the furnace, colouring it pitch-black."
},
{
"actor": "Inland Empire",
"dialogue": "Looks like this furnace has a face and it's a face of agony."
},
{
"actor": "You",
"dialogue": "Kick it with your foot."
},
{
"actor": "Central Furnace",
"dialogue": "A hollow ring echoes through the furnace. Your toe hurts."
},
{
"actor": "You",
"dialogue": "Yell \"Hello!\" into the furnace."
},
{
"actor": "Central Furnace",
"dialogue": "[Action/Check: Condition: Variable[\"doomed.furnace_phys_in_whitecheck\"]]"
},
{
"actor": "Physical Instrument",
"dialogue": "Something *breaks loose* in you. A mighty bellow echoes throughout the chimney's depths. The chatter of tiny voices above suddenly cease. Then..."
},
{
"actor": "Central Furnace",
"dialogue": "\"Hello?\" you hear a woman's voice answer."
},
{
"actor": "Central Furnace",
"dialogue": "[Action/Check: Condition: Variable[\"tc.doomed_commercial_area\"] or Variable[\"plaza.annette_heard_of_doomed\"]]"
},
{
"actor": "Inland Empire",
"dialogue": "You've awakened the entity!"
},
{
"actor": "Central Furnace",
"dialogue": "[Action/Check: Condition: Variable[\"doomed.furnace_clicked_malicious_entity\"]]"
}
] |
[
{
"actor": "Alice",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.serial_number_2\"]) == false]"
},
{
"actor": "Alice",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.serial_number_1\"]) == false]"
},
{
"actor": "Alice",
"dialogue": "\"Sure, officer. What's the number? And the make of the armour, if you know it?\""
},
{
"actor": "You",
"dialogue": "\"X54156745678222. The make and model of the armour is Fairweather T-500 / VE.\""
},
{
"actor": "Alice",
"dialogue": "\"Are you sure that's the right number? Doesn't sound like a serial.\""
},
{
"actor": "Alice",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_69_joke\"]]"
},
{
"actor": "Authority",
"dialogue": "There's a slightly weary, condescending note in her voice. She doesn't trust your professionalism following your rather tasteless come-ons."
},
{
"actor": "You",
"dialogue": "\"You're right. I meant to say E50.100.1000. Sorry for the confusion.\""
},
{
"actor": "Alice",
"dialogue": "\"No problem, officer. Just glad we got it straightened out. I'll contact the ICP database immediately. Call back tomorrow. Hopefully they'll have dug up something useful to your investigation by then.\""
},
{
"actor": "Alice",
"dialogue": "[Action/Check: Condition: (Variable[\"tc.icp\"]) == false]"
},
{
"actor": "Encyclopedia",
"dialogue": "The International Collaboration Police (ICP) is an interisolary law enforcement service, the crown jewel in the Moralintern diadem alongside EPIS and the Coalition Government."
}
] |
[
{
"actor": "Sunken Motor Carriage",
"dialogue": "The motor carriage looks very sad sitting all alone in the ice."
},
{
"actor": "You",
"dialogue": "A carriage in the sea? Where did this come from?"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"My guess is it started its journey from the plaza, where it backed through the fence.\""
},
{
"actor": "You",
"dialogue": "\"Let's investigate, Kim.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I agree,\" the lieutenant replies, a curious look in his eyes. \"We should *definitely* investigate.\""
}
] |
[
{
"actor": "Measurehead",
"dialogue": "[Action/Check: Condition: (Variable[\"gates.mhead_fight_success\"]) == false]"
},
{
"actor": "Measurehead",
"dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_greeting_done\"]]"
},
{
"actor": "Measurehead",
"dialogue": "[Action/Check: Condition: (IsTHCPresent(\"advanced_race_theory\")) == false]"
},
{
"actor": "Measurehead",
"dialogue": "\"YOUR RACE DESCENT HAS ONLY *WORSENED* SINCE I LAST SAW YOU -- YOU HAVE REALLY LET YOURSELF GO.\""
},
{
"actor": "You",
"dialogue": "\"Why are you not with the Hardie boys?\""
},
{
"actor": "Measurehead",
"dialogue": "\"I AM NOT THE FIRST LINE OF DEFENCE -- I AM THE LAST.\" He looks toward the coast, defiantly. \"IN ADDITION, THESE SO-CALLED *HARDIE BOYS* ARE AN EFFEMINATE CLIQUE OF BODYBUILDERS. THEIR COMPANY IS SPIRITUALLY DEGRADING.\""
},
{
"actor": "Drama",
"dialogue": "You pick up on something artificial in his tone, like he's putting on an *act*. This is unlike him. He is usually more himself."
},
{
"actor": "You",
"dialogue": "\"There's more to it. What have you got against them?\""
},
{
"actor": "Measurehead",
"dialogue": "\"FINE. THEY HAVE RECENTLY FALLEN UNDER THE INFLUENCE OF A POSSIBLY SEXUALLY PERVERTED FEMALE VAGRANT AND A NARCOTICS PEDDLER. IT'S SHAMEFUL.\""
},
{
"actor": "You",
"dialogue": "\"Who do you mean?\""
},
{
"actor": "Measurehead",
"dialogue": "\"FIND OUT FOR YOURSELF, ENDOMORPHIC BLOB.\""
},
{
"actor": "Measurehead",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "It's colder outside than you were expecting. You see the lieutenant, standing there, a small cloud of white escaping from his mouth..."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "He turns to you, but says nothing."
},
{
"actor": "Empathy",
"dialogue": "He's waiting to see what you do. For god's sake say you fucked up, please."
},
{
"actor": "You",
"dialogue": "\"Hey, Kim.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Detective,\" he says, his voice level as a tabletop."
},
{
"actor": "Composure",
"dialogue": "There won't be any preamble chit-chat this time. Get to the point."
},
{
"actor": "You",
"dialogue": "\"I think I fucked up back there...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"You *think*?\""
},
{
"actor": "You",
"dialogue": "\"What's your problem?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"What's *my* problem?\" he says, his voice rising with indignation..."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"You're a real piece of work, detective, you know that?\""
},
{
"actor": "Esprit de Corps",
"dialogue": "He is your half-brother and you're driving him away. For what?"
},
{
"actor": "You",
"dialogue": "\"I don't see why you're getting all bent out of shape over a *word*.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "The lieutenant sighs. \"Maybe it really *isn't* your fault. You might just be an irretrievable human catastrophe...\""
}
] |
[
{
"actor": "You",
"dialogue": "\"Someone tried to exorcise *the curse* using technology?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"No, that's not it. *I* think...\" The lieutenant takes a step back, steepling his hands."
},
{
"actor": "Interfacing",
"dialogue": "Like he's ready to lay out a fine theory, crafted together like a puzzle box."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"It looks like one of those popular pen-and-paper role-playing games -- only these people were trying to *automate* it. Make it work on *radiocomputers*.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"And by 'these people' I mean people in Soona's radio game company -- Fortress Accident.\""
},
{
"actor": "Esprit de Corps",
"dialogue": "Utter madness, he thinks -- as a compliment."
},
{
"actor": "You",
"dialogue": "\"Wow.\" (Conclude.)"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Indeed. It's ambitious. And *untethered* from reality, but...\" The lieutenant tilts his head, thinking."
},
{
"actor": "You",
"dialogue": "\"The world is cold and lonely. This would keep it company. Let's *finish* it.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "A half-smile breaks out on his face. \"It's too late for that, I'm afraid,\" he says, looking around the derelict room. The pipes howl and a rat crosses the floor."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Okay,\" he concludes. \"Let's keep moving.\""
}
] |
[
{
"actor": "Un Pays Infernal",
"dialogue": "This book is written by an angry humanitarian sciences doctor from the La Cherte University in Sur-La-Clef, a Dr. Benoit Mejean. He does not like Sur-La-Clef, La Cherte -- or in fact even the University he teaches in -- but what he likes even less is..."
},
{
"actor": "Rhetoric",
"dialogue": "It's capitalism, isn't it?"
},
{
"actor": "Un Pays Infernal",
"dialogue": "Capitalism."
},
{
"actor": "Un Pays Infernal",
"dialogue": "Can't stand the shadow of it. This book promises to *really* get into everything that's wrong with capitalism -- to do so once and for all in an *exhaustive* and *final* manner."
},
{
"actor": "You",
"dialogue": "Will this book turn me into a commie?"
},
{
"actor": "Un Pays Infernal",
"dialogue": "Yes, it will make you a little more communist. Not a lot. It won't *unmake* whatever else you are but you will also become a tad bit more communist, yes."
},
{
"actor": "You",
"dialogue": "Good. Here -- almost in the end, limping and bleeding -- is a good time to get into some communism."
},
{
"actor": "Un Pays Infernal",
"dialogue": "Then you've found the right book. The more communist books you read the more communist your brain becomes. That's how communism works."
},
{
"actor": "You",
"dialogue": "Will this book turn me into a commie?"
},
{
"actor": "Un Pays Infernal",
"dialogue": "Yes, it will make you a little more communist. Not a lot. It won't *unmake* whatever else you are but you will also become a tad bit more communist, yes."
},
{
"actor": "You",
"dialogue": "No it won't. I'm impervious to critical theory."
}
] |
[
{
"actor": "Logic",
"dialogue": "Okay, so the speedfreaks want to start a club for dance music. That much checks out. Youths like music. You feel as though you might have liked music more when you were young too... but you digress."
},
{
"actor": "You",
"dialogue": "Mmmhm. And then there's the narcomania."
},
{
"actor": "Logic",
"dialogue": "The gist of it is: They want to turn the church into a club, but a suspicious element has overtaken the building. It's very important to understand what the *gist* of things is -- always consult the gist before making up your mind. This is going well."
},
{
"actor": "Logic",
"dialogue": "Of course, not everything is 100% clear here but when is it ever? Congratulations, kids. Your story *sort of* checks out."
},
{
"actor": "Andre",
"dialogue": "[Action/Check: Condition: Variable[\"church.soona_andre_logic_hint_confronted_him\"]]"
},
{
"actor": "Logic",
"dialogue": "All in all, you really can't tell what that mean programmer grandma was talking about."
},
{
"actor": "You",
"dialogue": "\"You mentioned some kind Ecclesiastes own the church. Who are these Ecclesiastes?\""
},
{
"actor": "Andre",
"dialogue": "\"Oh yeah, that's a Meteoran name for the Founding Party. Thought it'd be cool to use it.\""
},
{
"actor": "Rhetoric",
"dialogue": "If you don't know what the Founding Party is, there might be a way to mask it with minor demagoguery."
},
{
"actor": "You",
"dialogue": "\"And what is the *Founding Party*?\""
},
{
"actor": "Andre",
"dialogue": "\"Come to think of it, I've never really looked them up, you know. I can't give you a precise definition, but they're a very powerful religious organization.\""
},
{
"actor": "You",
"dialogue": "(Nod.) \"Good. Now, let's talk about something else.\""
},
{
"actor": "Andre",
"dialogue": "\"Yes?\""
}
] |
[
{
"actor": "Washerwoman",
"dialogue": "[Action/Check: Condition: IsHourBetween(21, 2)]"
},
{
"actor": "Washerwoman",
"dialogue": "[Action/Check: Condition: (Variable[\"village.ww_greeting_done\"]) == false]"
},
{
"actor": "Washerwoman",
"dialogue": "The woman next to a bucket of clothes hums an odd melody. Her eyes are closed."
},
{
"actor": "Washerwoman",
"dialogue": "[Action/Check: Condition: Variable[\"village.ww_ency_southsamaran\"]]"
},
{
"actor": "Washerwoman",
"dialogue": "\"Welcome to the fishing village.\" She opens her eyes. \"Please lean in closer. I have cataracts.\""
},
{
"actor": "Reaction Speed",
"dialogue": "Then how does she know you're here?"
},
{
"actor": "You",
"dialogue": "\"Uh, what if I don't want to?\""
},
{
"actor": "Washerwoman",
"dialogue": "\"Tut, tut. Don't be shy now. It's going to be alright.\""
},
{
"actor": "You",
"dialogue": "\"If you can't see, then how did you know I was here?\""
},
{
"actor": "Washerwoman",
"dialogue": "\"I still have a golden ear. Come-come.\" She beckons you toward her."
},
{
"actor": "You",
"dialogue": "\"Uh, what if I don't want to?\""
},
{
"actor": "Washerwoman",
"dialogue": "\"Tut, tut. Don't be shy now. It's going to be alright.\""
},
{
"actor": "You",
"dialogue": "\"If you can't see, then how did you know I was here?\""
},
{
"actor": "Washerwoman",
"dialogue": "\"I still have a golden ear. Come-come.\" She beckons you toward her."
}
] |
[
{
"actor": "You",
"dialogue": "\"No idea, Kim... but my head hurts... my head hurts *bad*.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"You didn't *have* to ram the door down, you know...\" He looks around. \"No one's been here for ages.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema.\""
},
{
"actor": "Perception (Sight)",
"dialogue": "Some specks of dust shimmer in a ray of streetlight falling from the window. Other than that, the room is dark."
},
{
"actor": "Inland Empire",
"dialogue": "An eerie feeling rises in your chest..."
},
{
"actor": "You",
"dialogue": "\"What if there's a *reason* why no one's been here for ages...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Yes, because it's *closed*...\""
}
] |
[
{
"actor": "You",
"dialogue": "\"Is it... here?\" (Look around.)"
},
{
"actor": "Joyce Messier",
"dialogue": "\"No, detective, we're safe.\" She points to the sea. \"It begins there, 6,000 kilometres to the north, and even more to the south, east, and west. You are in the middle of the isola.\""
},
{
"actor": "Inland Empire",
"dialogue": "As your gaze instinctively turns north, a small black pit opens up in your stomach."
},
{
"actor": "You",
"dialogue": "\"And... (point north) ...there?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"An uproar of matter, darling, *rising* into the pale. Rolling. Evaporating even, a great vision. The area of transition between the world and the pale is called *porch collapse*.\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"Imagine a grey coronal mist, cold vapour, marked by spores of an opportunistic microorganism -- a mould that's adapted to grow at the edge of the unrest. It's...\""
},
{
"actor": "Joyce Messier",
"dialogue": "She closes her eyes and breathes out heavily: \"... the most *disco* thing you will ever see.\""
},
{
"actor": "Half Light",
"dialogue": "You hear your pulse rise, the air feels caustic and cold suddenly."
},
{
"actor": "You",
"dialogue": "\"What is *entroponetic*?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"*Entroponetics*,\" she corrects, \"is the scientific study of the pale. Or a recent iteration of it, by way of Graad. The study of the pale reaches back 6,000 years -- the Perikarnassians called it the Western Plain.\""
},
{
"actor": "Rhetoric",
"dialogue": "They had not travelled the entire circumference of the Perikarnassian super-isola. It was not merely in the West -- it was everywhere. Even then; surrounding them..."
},
{
"actor": "You",
"dialogue": "\"Did they... cross it? The Western Plain?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"There *are* signs of pretermodern crossings. Successful navigation of the pale relies not just on technical know-how, but intensive psychological preparation. Some of these tactics have been known for thousands of years.\""
},
{
"actor": "You",
"dialogue": "\"What has entroponetics changed then?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"Nothing. We remain powerless before the pale. The only real advance in pale transit is the speed with which an aerostatic craft can pierce it. Less exposure leads to less... *effects* later.\""
},
{
"actor": "You",
"dialogue": "\"Aerostatic craft?\""
}
] |
[
{
"actor": "The Deserter",
"dialogue": "\"What?!\" The old man's eyes fill with sudden, unexpected terror at the words: \"But you said I would be taken to the...\""
},
{
"actor": "Empathy",
"dialogue": "This terror is the sum of all the uncontrollable movements and mood swings he's been exhibiting."
},
{
"actor": "Shivers",
"dialogue": "The wind picks up. The silence on the water is broken all around you, little shivers of waves appear. The lieutenant continues, like an incantation..."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Your Wayfarer rights have been suspended. Information provided to the officers on the scene will be used against you by the prosecution. You will be given legal counsel within one week, and must face court in 44 days -- do you understand?\""
},
{
"actor": "The Deserter",
"dialogue": "\"...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Do you understand?\""
},
{
"actor": "The Deserter",
"dialogue": "\"But...\""
},
{
"actor": "You",
"dialogue": "\"Kim, he's afraid...\""
},
{
"actor": "The Deserter",
"dialogue": "\"No, I don't want to! I have to stay here.\" He looks at the reeds, eyes submerged in growing terror."
},
{
"actor": "Volition",
"dialogue": "He is a brave man -- why is he unravelling?"
},
{
"actor": "Perception (Sight)",
"dialogue": "He's sweating. Beads are forming on his forehead."
}
] |
[
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_saw_your_face\"]) == false]"
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_first_greeting_done\"]) == false]"
},
{
"actor": "Perception (Sight)",
"dialogue": "What if I told you there's a *mirror* on your bathroom wall, upstairs? You *may* want to take a look."
},
{
"actor": "You",
"dialogue": "\"The body is down.\""
},
{
"actor": "The Gardener",
"dialogue": "\"Down...?\" The gardener straightens her back. \"Do you mean the body is finally gone?\""
},
{
"actor": "Rhetoric",
"dialogue": "Absolutely gone."
},
{
"actor": "You",
"dialogue": "\"It's gone from the *tree*.\""
},
{
"actor": "The Gardener",
"dialogue": "\"Oh... right.\" She scratches her cheek. \"But not from the yard. I understand.\""
},
{
"actor": "The Gardener",
"dialogue": "\"Can you tell me when you've taken him away then. Because I'm sort of waiting for *that*.\""
},
{
"actor": "Conceptualization",
"dialogue": "Yeah, keep her in the *loop*. It's strangely enjoyable to report back on the minute progress you've made. Even to strangers."
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_conze_yes_keep_her_in_the_loop\"]) == false]"
},
{
"actor": "Authority",
"dialogue": "No! Do *not* report back to this random civilian about anything."
},
{
"actor": "You",
"dialogue": "\"Who are you exactly?\""
}
] |
[
{
"actor": "Lilienne, the Net Picker",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.report_to_the_tribunal_done\"]) == false]"
},
{
"actor": "Lilienne, the Net Picker",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.meet_lilienne_for_a_date_done\"]) == false]"
},
{
"actor": "Lilienne, the Net Picker",
"dialogue": "[Action/Check: Condition: (Variable[\"village.netpicker_greeting_done\"]) == false]"
},
{
"actor": "Lilienne, the Net Picker",
"dialogue": "\"Aye, officer.\" A woman in a rain coat stands on the quay, considering an overturned boat. A sword in a scabbard hangs from her hip."
},
{
"actor": "Hand/Eye Coordination",
"dialogue": "Factory balanced... bakelite and stainless steel."
},
{
"actor": "Lilienne, the Net Picker",
"dialogue": "\"Anything I can help you with?\""
},
{
"actor": "You",
"dialogue": "\"As always, I am... the Lawbringer.\""
},
{
"actor": "Lilienne, the Net Picker",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"You've graduated to *Lawbringer* now?\""
},
{
"actor": "Lilienne, the Net Picker",
"dialogue": "\"Men with authority have their quirks. Comes with never being second-guessed about anything...\" She waves you off."
},
{
"actor": "Lilienne, the Net Picker",
"dialogue": "\"So what brings you here, Lawbringer?\""
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I'm more interested in *why* you're so fixated on this idea in the first place.\""
},
{
"actor": "You",
"dialogue": "\"I think I just need a break from our main case for a bit.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I certainly understand the impulse, but this is our job, detective. Our whole *raison d'être*. At some point, we'll need to return to it.\""
},
{
"actor": "You",
"dialogue": "[Leave.]"
},
{
"actor": "Office Radio",
"dialogue": "With its transceiver gone, the radio has ceased its peristent buzzing. It is as silent as a headstone."
}
] |
[
{
"actor": "Electrochemistry",
"dialogue": "Well, hello. Someone seems to have found himself a bottle of *alcohol*. Here's where the *magic* happens."
},
{
"actor": "You",
"dialogue": "Look at the bottle."
},
{
"actor": "Electrochemistry",
"dialogue": "The light reflects off this bottle of sweet, sweet liquor -- a gift from above. The gods have been generous. Pop it open before they change their minds..."
},
{
"actor": "Interfacing",
"dialogue": "Wow, the gods of mass production have made this alcohol container *laughably* easy to open. A child could have done it."
},
{
"actor": "Volition",
"dialogue": "I don't know about this..."
},
{
"actor": "You",
"dialogue": "Open the bottle."
}
] |
[
{
"actor": "Abandoned Lorry",
"dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_cabin_accessed\"]) == false]"
},
{
"actor": "Abandoned Lorry",
"dialogue": "[Action/Check: Condition: (Variable[\"jam.abandoned_greeting_done\"]) == false]"
},
{
"actor": "Abandoned Lorry",
"dialogue": "This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days."
},
{
"actor": "Abandoned Lorry",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
},
{
"actor": "Abandoned Lorry",
"dialogue": "[Action/Check: Condition: Variable[\"jam.jammystery_ladydriver_cabin_located_tommy\"]]"
},
{
"actor": "Reaction Speed",
"dialogue": "This is the one the man pointed to. His friend's lorry."
},
{
"actor": "You",
"dialogue": "How am I going to get this open?"
},
{
"actor": "Abandoned Lorry",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
},
{
"actor": "Abandoned Lorry",
"dialogue": "With a key -- or a tool. Like, say, a prybar."
},
{
"actor": "Abandoned Lorry",
"dialogue": "[Action/Check: Condition: CheckItem(\"prybar\") or CheckItem(\"kvalsund_multitool\")]"
},
{
"actor": "Physical Instrument",
"dialogue": "Good thing you have one!"
}
] |
[
{
"actor": "Drama",
"dialogue": "Wow, so someone's been a little... *boring*?"
},
{
"actor": "You",
"dialogue": "What?"
},
{
"actor": "Drama",
"dialogue": "Yes, my *standard* liege. Someone's seen all sorts of wild ideas pop off and thought -- 'I'll take the *boring* one. The regular, please. The brown.'"
},
{
"actor": "You",
"dialogue": "What is this? Picking on me for not being *crazy* enough? That's the LEAST of my concerns."
},
{
"actor": "Drama",
"dialogue": "No need to be defensive. The regularity, the brownness, the *cut-and-dry* have their appeal -- a very *standard* appeal."
},
{
"actor": "You",
"dialogue": "I like brown."
},
{
"actor": "Drama",
"dialogue": "Of course you do. And maybe some black shoes or a pristine white shirt to go with that. It's official: My lord's *copotype* is Regular Cop. I'll let everyone know. I'll send out a telefax."
},
{
"actor": "You",
"dialogue": "Wait, wait -- this will be my *copotype* now?"
},
{
"actor": "Drama",
"dialogue": "Yes, the type of cop you are, sire. Think of it as a caste, a *class*, even. A nation of Regular Law Officials that you belong to. It comes, of course, with the *usual* benefits."
},
{
"actor": "You",
"dialogue": "Why not. Send out the telefax then. I'm not ashamed. (Opt in.)"
},
{
"actor": "Drama",
"dialogue": "Done and done. No actual *communiques* will be sent, of course. That would be too dramatic."
}
] |
[
{
"actor": "Acele",
"dialogue": "\"It's supposed to become, like, a club. For *anodic dance music*. Like that new style of synthesizer stuff they play at The Paliseum.\""
},
{
"actor": "Acele",
"dialogue": "\"Except that... yeah.\" She looks at the old wooden church up on the poles. As a mean wind comes bellowing in, the six-story structure lets out a doleful shriek."
},
{
"actor": "Shivers",
"dialogue": "The floorboards are twisting and the shooting beams are slowly cracking like bones. Far east of the golden Delta, beyond the industrial port, there is a black patch of unlit coast with the smallest creatures on the ice..."
},
{
"actor": "Shivers",
"dialogue": "There will never be a club for anodic music here."
},
{
"actor": "Shivers",
"dialogue": "Not in a million years."
},
{
"actor": "You",
"dialogue": "\"So you want to turn the church into a club?\""
},
{
"actor": "Acele",
"dialogue": "\"I know.\" She nods towards the sloping mass of wood on the coast, then shivers. \"It's not my idea. Andre and the boys found the place. It was supposed to be deserted, but now they can't even take it...\""
},
{
"actor": "Acele",
"dialogue": "\"Hey... don't get me wrong. But you're a *cop*, right...\""
},
{
"actor": "You",
"dialogue": "\"Yes. Why do you ask?\""
}
] |
[
{
"actor": "Electrochemistry",
"dialogue": "Look at that lucky boozer there, the heaviest drinker on the planet! Look at his liquor-abusing excuse of a face -- those swollen bug-eyes, that muttering mouth."
},
{
"actor": "Electrochemistry",
"dialogue": "I wonder how many litres of sheer alcohol has he consumed today? I bet you'd like a sip of that. Give it a real taste of your manly mouth."
},
{
"actor": "You",
"dialogue": "Wait... what is happening?"
},
{
"actor": "Electrochemistry",
"dialogue": "That old rummy here brings back some good memories. Remember how great that piss in your pants used to feel? Warm and cosy, just the way you like it. Time to get yourself another drink and soak those pants for *good*!"
},
{
"actor": "You",
"dialogue": "You betcha! I was born to drink. A new day, a new bottle!"
},
{
"actor": "Electrochemistry",
"dialogue": "Yeah, wildo, time to get a drinking problem so massive that even stars collapse around it. Become an alcoholic!"
}
] |
[
{
"actor": "Andre",
"dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]"
},
{
"actor": "Andre",
"dialogue": "[Action/Check: Condition: Variable[\"church.andre_church_altgreet_done\"]]"
},
{
"actor": "Andre",
"dialogue": "[Action/Check: Condition: (Variable[\"ice.andre_composure_done\"]) == false]"
},
{
"actor": "Andre",
"dialogue": "\"Oh, hey, man! It's good to see you.\" He dances over to you in an inexplicably soft-core manner. It's embarrassing."
},
{
"actor": "You",
"dialogue": "\"Now's not a great time to dance, is it?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"No, detective. It is not.\" The lieutenant looks toward the church door. \"We really should get to the Whirling-in-Rags. Now.\""
},
{
"actor": "You",
"dialogue": "\"What's the deal with Egg Head? I want to talk to him.\""
},
{
"actor": "Andre",
"dialogue": "\"He's a quiet man, mostly communicates through music... and by being a master of ceremonies.\""
},
{
"actor": "You",
"dialogue": "\"Oh, that makes sense. Another question then.\""
},
{
"actor": "Andre",
"dialogue": "\"Yes?\""
}
] |
[
{
"actor": "Acele",
"dialogue": "\"I did and I'm sorry.\" She doesn't appear surprised. \"For what it's worth... which isn't much.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"This is why I didn't go into the tent.\" The lieutenant looks at the ocean, squinting his eyes. \"Typical delinquency.\""
},
{
"actor": "Acele",
"dialogue": "\"You don't get to choose your posse, they choose you. Mine are idiots, but they're mine. I tried to talk Andre out of it, I even tried not to lie to you...\""
},
{
"actor": "Rhetoric",
"dialogue": "Indeed. She merely tried to omit the truth instead."
},
{
"actor": "You",
"dialogue": "\"I don't care, I'm *loco*. I just wanted you to know that I know about the plan.\""
},
{
"actor": "Acele",
"dialogue": "\"Okay, but I still regret it. I should have been able to control them. And I will in the future. I promise.\""
},
{
"actor": "Acele",
"dialogue": "\"May I ask, what did you tell them?\""
},
{
"actor": "You",
"dialogue": "\"Once I cracked their play I didn't really care. I'm not an arbiter. You're someone else's problem.\""
},
{
"actor": "Acele",
"dialogue": "\"We won't be anyone's problem. I'll get them under wraps, I promise.\""
}
] |
[
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: (Variable[\"church.soona_archer_working_soona\"]) == false]"
},
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
},
{
"actor": "Noid",
"dialogue": "\"About time. You grab that amp. Forget the cables. Need to leave some evidence of our antenna to inspire future generations...\""
},
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: Variable[\"jam.warship_turned_down_archer\"]]"
},
{
"actor": "Noid",
"dialogue": "[Action/Check: Script: SetVariableValue(\"character.committee_of_la_responsabilite\", true) --[[ Variable[ ]]]"
},
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.make_the_music_harder_core_done\"]) == false]"
},
{
"actor": "Noid",
"dialogue": "\"Alright, cop-man. We've held up more than our share of this collaboration. I hope you *recognise* how much the hardcore underground came through for you.\""
},
{
"actor": "Andre",
"dialogue": "\"If you want to show your appreciation, we could still use your help. Egg is the one to talk to.\""
},
{
"actor": "Egg Head",
"dialogue": "\"HARD CORE! MUTUAL AID!\""
},
{
"actor": "You",
"dialogue": "\"I've got my own case to worry about, but if I have time, I'll be back.\""
},
{
"actor": "Noid",
"dialogue": "\"Sure, I've heard that before...\""
},
{
"actor": "Noid",
"dialogue": "\"I'll put this tech away later. Think there's an extra can set, in case you want to grab a *souvenir* or something. Don't think anyone will miss it.\""
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"canal.boombox_mainhub_reached\"]) == false]"
},
{
"actor": "Shelf of Boomboxes",
"dialogue": "The boomboxes on the shelf look well-loved and well-travelled. Chipped, dented, they stare at you with the unblinking eyes of their tape reels."
},
{
"actor": "You",
"dialogue": "Stand on the tips of your toes to see more..."
},
{
"actor": "Shelf of Boomboxes",
"dialogue": "One especially catches your eye. Deep gold and amber plastic with a big old handle on top. A classic boombox that says: \"STEREO 8 approved.\""
},
{
"actor": "Inland Empire",
"dialogue": "This is you. Gold and orange. A sunset suite."
},
{
"actor": "Interfacing",
"dialogue": "Just make sure it works before you buy it."
},
{
"actor": "You",
"dialogue": "\"Thanks for the discount, man. Here's the money for the boombox.\""
},
{
"actor": "Bird's Nest Roy",
"dialogue": "\"And here you are. Quality sound reproduction on the go. It'll play anything. Wherever. Turn *any* tape into a conversation of sounds and shapes.\""
}
] |
[
{
"actor": "Joyce Messier",
"dialogue": "\"Ah, yes -- back to the *low-down*.\""
},
{
"actor": "You",
"dialogue": "\"What was the RCM again?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"Nothing more nor less than the de facto law enforcement body of post-revolutionary Revachol, detective.\""
},
{
"actor": "Joyce Messier",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Yes,\" the lieutenant steps in to make a gesture encompassing you both: \"*We* are the Revachol Citizens Militia.\""
},
{
"actor": "Rhetoric",
"dialogue": "He's being sarcastic."
},
{
"actor": "You",
"dialogue": "\"You said *de facto*?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"Yes. That means: not de jure. The RCM acts in what is poetically called the *twilight of international law*; both at the behest of the Coalition Government -- and to its chagrin.\""
},
{
"actor": "You",
"dialogue": "\"What do you mean?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"The RCM's responsibilities are defined by the Emergency, Wayfarer, and Aliments Acts -- three pieces of legislation keeping the city in a -- let's be honest -- laissez-faire stasis to the benefit of foreign capital.\""
},
{
"actor": "Joyce Messier",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"All three are good to know,\" the lieutenant looks up from his notes, \"when we're out *policing*.\""
},
{
"actor": "You",
"dialogue": "\"So I'm basically a lackey of capital?\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"There's nothing *basic* about your role, detective. It's true that the RCM keeps everything the way our seemingly *permanent* provisional rulers like it...\" She leans in."
},
{
"actor": "Joyce Messier",
"dialogue": "\"Yet on the other hand -- I know these people. I deal with them daily. Let me tell you, dear, they are not fans of you.\""
}
] |
[
{
"actor": "Encyclopedia",
"dialogue": "That isn't *just* a five-pointed star -- it's an inverted white pentagram cradled in a wreath of antlers. The iconography of communism, in other words."
},
{
"actor": "You",
"dialogue": "Inspect the symbol closer."
},
{
"actor": "Encyclopedia",
"dialogue": "The star-and-antlers was developed in the sixth decade of the last century and quickly adopted by Mazov and the communards during the Revolution..."
},
{
"actor": "Encyclopedia",
"dialogue": "Even today, half a century after, the star-and-antlers retains the ability to evoke hope, disappointment, and fear in equal measure."
},
{
"actor": "You",
"dialogue": "What does it evoke in me? [Finish thought.]"
},
{
"actor": "Encyclopedia",
"dialogue": "You see noble aims but also mountains upon mountains of corpses. They should've taken a more *measured* approach. Also, you're really smart."
},
{
"actor": "Rhetoric",
"dialogue": "The price of idealism unrestrained by humanism. Never again."
}
] |
[
{
"actor": "Gaston Martin",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.gaston_rhetoric_sandwich\"]) == false]"
},
{
"actor": "Gaston Martin",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.gaston_told_about_peoples_sandwich\"] and Variable[\"plaza.gaston_fascist_sandwhich\"] and (Variable[\"plaza.gaston_altgreet_rene_dead\"] or Variable[\"plaza.rene_know_dead\"])) == false]"
},
{
"actor": "Rhetoric",
"dialogue": "A man so principled about his sandwich calls for a principled approach. Time to get political."
},
{
"actor": "You",
"dialogue": "I'm not so sure about this..."
},
{
"actor": "Rhetoric",
"dialogue": "Too late. Daddy's already fighting the bad fight. Make it stick."
},
{
"actor": "You",
"dialogue": "\"Back to police-mode.\" (Smile and nod.) \"I have some questions, Gaston.\""
},
{
"actor": "Gaston Martin",
"dialogue": "\"Alright.\" The jolly man smiles. \"Let's hear them, officer.\""
},
{
"actor": "You",
"dialogue": "\"I want to go over few more things about René, if that's okay?\""
},
{
"actor": "Gaston Martin",
"dialogue": "\"Yes?\" he looks up. \"What about, René?\""
},
{
"actor": "You",
"dialogue": "\"I offer my sincere condolences.\" (Conclude.)"
},
{
"actor": "Gaston Martin",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
}
] |
[
{
"actor": "The Hanged Man",
"dialogue": "[Action/Check: Condition: (Variable[\"doomed.fridge_corpse_in_fridge\"]) == false]"
},
{
"actor": "You",
"dialogue": "\"Let's bag him. Take him away.\" (Let the lieutenant take the body away without further examination.)"
},
{
"actor": "The Hanged Man",
"dialogue": "[Action/Check: Condition: (Variable[\"XP.discover_the_bullet\"]) == false]"
},
{
"actor": "The Hanged Man",
"dialogue": "[Action/Check: Condition: Variable[\"yard.hanged_perc_failed_once\"]]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"If you think so, officer.\" He nods. \"I am not going to object.\""
},
{
"actor": "The Hanged Man",
"dialogue": "[Action/Check: Condition: Variable[\"doomed.fridge_corpse_in_fridge\"]]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "He unrolls the plastic. \"I need a little help for carrying him to the holding pen of my Kineema. I'll take it from there.\""
},
{
"actor": "The Hanged Man",
"dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet\"] and Variable[\"TASK.get_the_boots_off_the_hanged_mans_feet_done\"] == false]"
},
{
"actor": "The Hanged Man",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.find_all_armour\"]) == false]"
},
{
"actor": "The Hanged Man",
"dialogue": "There go those beautiful enamel boots. May they rest in Processing..."
},
{
"actor": "Interfacing",
"dialogue": "Oh well -- in another lifetime."
}
] |
[
{
"actor": "Door, Room #1",
"dialogue": "This is the door to your room."
},
{
"actor": "Door, Room #1",
"dialogue": "[Action/Check: Condition: Variable[\"TASK.pay_for_the_damages_done\"]]"
},
{
"actor": "You",
"dialogue": "\"Good night, lieutenant.\""
},
{
"actor": "Door, Room #1",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_orientation\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Just a moment. We should talk about our progress on the investigation. Let's go out to the balcony.\""
},
{
"actor": "You",
"dialogue": "\"Alright, let's go.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "The air outside is brisk, the lieutenant is silent for a moment. He listens to the traffic hum, then..."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.kim_orientation\"]]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Where shall we begin? We should talk about the investigation first and foremost, but I also remember you wanting to discuss the RCM?\" He lights a cigarette."
},
{
"actor": "You",
"dialogue": "\"Thank you for this.\" [Leave.]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Yeah, it's getting very cold now. Let's go.\" He puts out the stub of his cigarette and looks to the door."
}
] |
[
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_saw_your_face\"]) == false]"
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_first_greeting_done\"]]"
},
{
"actor": "Perception (Sight)",
"dialogue": "You *really* need to take a look at that mirror upstairs."
},
{
"actor": "You",
"dialogue": "\"I've investigated the body. Shouldn't be long till we get it down.\""
},
{
"actor": "The Gardener",
"dialogue": "\"Oh. Okay.\" She doesn't quite know what to say. \"Thanks for keeping me in the know, sir.\""
},
{
"actor": "You",
"dialogue": "\"I have to run.\" [Leave.]"
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_first_ending_done\"]]"
}
] |
[
{
"actor": "Broken Window",
"dialogue": "The window stands broken in its frame. Cold wind blows in."
},
{
"actor": "You",
"dialogue": "Assess the damage."
},
{
"actor": "Broken Window",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.viscal_window_viscal_success\"]) == false]"
},
{
"actor": "Visual Calculus",
"dialogue": "What do you mean *assess the damage*? How would you do that? What are you even trying to do?"
},
{
"actor": "You",
"dialogue": "[Leave.]"
}
] |
[
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: Variable[\"church.ravers_inside_church\"]]"
},
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: Variable[\"ice.noid_church_greeting_done\"]]"
},
{
"actor": "Noid",
"dialogue": "\"Yo, man. What's on your mind?\" He drops a bolt into his toolbox."
},
{
"actor": "You",
"dialogue": "\"Could you use your *sine-sense* to help me contact a Coalition warship?\""
},
{
"actor": "Noid",
"dialogue": "\"Trying to get aligned with the Big Bad, are you?\" He gnaws a screw thoughtfully. \"Those are some serious frequencies you want to mess with...\""
},
{
"actor": "Acele",
"dialogue": "\"Come on, Noid. I think we owe him.\""
},
{
"actor": "Andre",
"dialogue": "\"Acele's right. He's one of us now.\""
},
{
"actor": "Noid",
"dialogue": "\"Yeah, alright. But if you're going to sync up with *them*, you're gonna need a serious wave-generator of your own. You understand what I'm saying?\""
},
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: (Variable[\"auto.visited_landsend\"]) == false]"
},
{
"actor": "You",
"dialogue": "\"Not really, no.\""
},
{
"actor": "Egg Head",
"dialogue": "\"MEGA-LOW FREQUENCY! Waves so long the ionosphere can't hold them!\""
},
{
"actor": "Noid",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
}
] |
[
{
"actor": "The Deserter",
"dialogue": "\"Petty-bourgeois law...\" He snorts and spits. \"This is all you care about, right? The only thing in the world for you types...\""
},
{
"actor": "Perception (Sight)",
"dialogue": "A drop of blood in the saliva..."
},
{
"actor": "Half Light",
"dialogue": "Tear into him again. Pile it on him."
},
{
"actor": "Logic",
"dialogue": "That's right. Pile it all on him now. Three should do it, maybe four..."
},
{
"actor": "You",
"dialogue": "\"There were May bells behind the victim's window.\" (Show him the dried flower.)"
},
{
"actor": "The Deserter",
"dialogue": "\"Damn May bells...\" He looks at the blossoming field behind you. \"The whole island is turning white with them...\""
},
{
"actor": "Empathy",
"dialogue": "He seems tender suddenly, nostalgic even. A strange mood swing."
},
{
"actor": "The Deserter",
"dialogue": "\"So many this year too. The spring is coming, no... it's already here. Wash the filth away...\""
},
{
"actor": "You",
"dialogue": "\"A young woman called Klaasje -- ring any bells? Flowers like these were behind her window.\" (Continue.)"
},
{
"actor": "The Deserter",
"dialogue": "\"*Klaasje*...\""
},
{
"actor": "Suggestion",
"dialogue": "He repeats the name with care. As if it were at risk of breaking."
},
{
"actor": "Logic",
"dialogue": "He knows her -- but hadn't heard the name."
},
{
"actor": "You",
"dialogue": "\"You know her, right? She had intimate relations with the victim. The mercenary.\""
}
] |
[
{
"actor": "Sleeping Dockworker",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.sleeper_greeting_done\"]) == false]"
},
{
"actor": "Sleeping Dockworker",
"dialogue": "A man is sleeping at the table, wearing mud-caked boots and rolled down overalls. The back of his shirt reads \"WILD PINES\", encircled by a logo with a tree."
},
{
"actor": "Physical Instrument",
"dialogue": "He looks one with the table. It would take quite some effort to wake him up."
},
{
"actor": "Interfacing",
"dialogue": "A colourful piece of plastic is dangling from his carabiner... hmm. Makes your fingers itch."
},
{
"actor": "Sleeping Dockworker",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_picked_magnesium\"]]"
},
{
"actor": "You",
"dialogue": "\"Lieutenant, who is this?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"No idea. Looks like he works for Wild Pines, the logistics company who owns and operates the harbour.\""
},
{
"actor": "You",
"dialogue": "\"But why is he sleeping during the day?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Possibly because there's a strike going on in the harbour. There's not much to do -- aside from drinking and sleeping.\""
},
{
"actor": "You",
"dialogue": "Steal the dockworker's ID."
},
{
"actor": "Sleeping Dockworker",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.sleeper_redcheck_stealing_stuff\"]]"
},
{
"actor": "Interfacing",
"dialogue": "Your fingers find their way into the shackle, flicking open its spring-loaded gate. The metal loop holds the plastic ID, and a leather-bound pocketbook..."
}
] |
[
{
"actor": "Stone",
"dialogue": "A stone like any other, lying in a whorl of sleet and mud. Maybe there's something under it?"
},
{
"actor": "You",
"dialogue": "Turn it over."
},
{
"actor": "Stone",
"dialogue": "There's a key beneath it, rusty from the dirt."
},
{
"actor": "Logic",
"dialogue": "Looks like it could belong to the building's front door."
},
{
"actor": "You",
"dialogue": "Put the stone back. [Leave.]"
}
] |
[
{
"actor": "Saint-Batiste Pharmaceutics",
"dialogue": "A small cabinet on the wall is filled with various medicine bottles, nasal sprays and blister packs. They all bear the Saint-Batiste Pharmaceutics logo."
},
{
"actor": "Encyclopedia",
"dialogue": "Their logo is the bloodless rose -- pure white, untouched by harm."
},
{
"actor": "Frittte clerk",
"dialogue": "\"Uhm, just ask me if you need anything from Saint-Batiste. We don't stock prescription meds, but we do have nosaphed, drouamine, magnesium and hypnogamma.\""
},
{
"actor": "You",
"dialogue": "\"I'll take some Hypnogamma.\""
},
{
"actor": "Frittte clerk",
"dialogue": "\"Mkay, here. I hope Saint-Batiste makes you feel better or something.\""
},
{
"actor": "You",
"dialogue": "\"I'll take some Hypnogamma.\""
},
{
"actor": "Frittte clerk",
"dialogue": "\"Mkay, here. I hope Saint-Batiste makes you feel better or something.\""
},
{
"actor": "You",
"dialogue": "\"What do those products do?\""
},
{
"actor": "Frittte clerk",
"dialogue": "\"Uhm... I don't know, let's see... Nosaphed is a nasal spray. Drouamine is a really good painkiller. Magnesium is a dietary supplement. Hypnogamma is...\" She stops."
}
] |
[
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.gardener_main_hub_reached\"]) == false]"
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_prehub_reached\"]]"
},
{
"actor": "The Gardener",
"dialogue": "\"You're back.\""
},
{
"actor": "You",
"dialogue": "\"I have some questions for you.\""
},
{
"actor": "The Gardener",
"dialogue": "\"Of course. What can I help you with?\""
},
{
"actor": "You",
"dialogue": "\"Tell me, what exactly have you been doing in your greenhouse -- in *March*?\""
},
{
"actor": "The Gardener",
"dialogue": "\"Well uh...\" She points to her wheelbarrow, surprised at the question. \"This might be the last snow we get. At least I hope so...\""
},
{
"actor": "The Gardener",
"dialogue": "\"Snow has nutrients in it -- helps everything green up in the spring. At least that's what my grandma always told me.\" She smiles shyly."
},
{
"actor": "Drama",
"dialogue": "Yes, think about the cute grandma, not the weird snow."
},
{
"actor": "You",
"dialogue": "\"The grandma is a bit too much.\""
},
{
"actor": "The Gardener",
"dialogue": "\"A bit much? What are you talking about? That's what my grandma told me, okay?\""
},
{
"actor": "Drama",
"dialogue": "She feels interrogated now. It's hard to say if she's lying."
}
] |
[
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.gardener_main_hub_reached\"]]"
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: (Variable[\"auto.is_snowing\"]) == false]"
},
{
"actor": "The Gardener",
"dialogue": "[Action/Check: Condition: Variable[\"auto.is_raining\"]]"
},
{
"actor": "The Gardener",
"dialogue": "\"It's raining again...\" The young woman resting by the wheelbarrow sighs."
},
{
"actor": "The Gardener",
"dialogue": "\"It was clear just an hour ago...\""
},
{
"actor": "You",
"dialogue": "\"I've investigated the body. Shouldn't be long till we get it down.\""
},
{
"actor": "The Gardener",
"dialogue": "\"Oh. Okay.\" She doesn't quite know what to say. \"Thanks for keeping me in the know, sir.\""
},
{
"actor": "You",
"dialogue": "\"What is this *fuck the police* business?\""
},
{
"actor": "The Gardener",
"dialogue": "\"Excuse me?\" She doesn't understand."
},
{
"actor": "Empathy",
"dialogue": "She's uncomfortable. Maybe you should drop this line of questioning."
},
{
"actor": "You",
"dialogue": "\"Never mind.\""
},
{
"actor": "The Gardener",
"dialogue": "She shifts in her seat awkwardly."
}
] |
[
{
"actor": "Evrart Claire",
"dialogue": "\"Of course, let us dispatch with the formalities, you call me Evrart, I call you Harry!\""
},
{
"actor": "You",
"dialogue": "\"Fine by me.\""
},
{
"actor": "Evrart Claire",
"dialogue": "\"So Harry, what can I help you with today?\""
},
{
"actor": "You",
"dialogue": "\"A few more questions about the harbour.\""
},
{
"actor": "Evrart Claire",
"dialogue": "\"I'm always happy to educate and entertain you, my friend.\" He takes a sip from his coffee. \"So, what's on your mind?\""
},
{
"actor": "You",
"dialogue": "\"How many of you guys are there in the Union?\""
},
{
"actor": "Evrart Claire",
"dialogue": "\"2,372,\" he replies like a whip. \"Plus yours truly, of course.\""
},
{
"actor": "Logic",
"dialogue": "2,373 is a sizeable contingent for a labour organization in Revachol."
},
{
"actor": "Authority",
"dialogue": "And they're all well motivated. At least the ones you've seen."
},
{
"actor": "You",
"dialogue": "\"How are you going to fund your new independent harbour?\""
},
{
"actor": "Evrart Claire",
"dialogue": "\"Oh, you mean what sort of *goods* are gonna be flowing through? How am I gonna replace all the contacts we'll lose once the poo-poo hits the fan? The clients who'll ditch us? Harry, we've thought of everything.\""
}
] |
[
{
"actor": "Joyce Messier",
"dialogue": "\"This... *reality*?\" She pulls her hood closer around her neck."
},
{
"actor": "Drama",
"dialogue": "Yes, reality is your side-case."
},
{
"actor": "Joyce Messier",
"dialogue": "[Action/Check: Condition: (Variable[\"pier.joyce_drama_realityinvestigation\"]) == false]"
},
{
"actor": "Inland Empire",
"dialogue": "The aim is to gain a deeper understanding."
},
{
"actor": "You",
"dialogue": "\"I got so drunk I forgot literally everything.\""
},
{
"actor": "Joyce Messier",
"dialogue": "*\"What?\"* She chortles, nearly spilling her tea."
},
{
"actor": "You",
"dialogue": "\"I went on a three-day bender and now need you to explain the world to me.\""
},
{
"actor": "Joyce Messier",
"dialogue": "\"Such an acute encephalopathy... just doesn't seem possible.\" She puts her beverage down and stares at you. \"Surely you're joking...\""
},
{
"actor": "Joyce Messier",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
},
{
"actor": "Composure",
"dialogue": "She's trying to see whether you're bluffing -- it's easy not to fidget. You're *not*."
},
{
"actor": "Empathy",
"dialogue": "This person is not easily disoriented, but you've done it."
},
{
"actor": "Joyce Messier",
"dialogue": "\"No. You're not joking at all, are you?\" She sighs. \"Well, ask away, officer -- I'll help however I can.\""
},
{
"actor": "Encyclopedia",
"dialogue": "All right. We're in. I know these *all* look good, but begin with the first, okay."
}
] |
[
{
"actor": "Project Dread Board",
"dialogue": "Your flashlight slides over an old green chalkboard covered in scribbles, sketches and schemes like some ancient cave mural."
},
{
"actor": "Project Dread Board",
"dialogue": "Some of the writing has faded with age, but you can still make out sections here and there; photos and drawings have been pinned to the board."
},
{
"actor": "You",
"dialogue": "Inspect the photos."
},
{
"actor": "Project Dread Board",
"dialogue": "The photo collage depicts barren, icy landscapes wrapped in perpetual night. You see permafrost and glacial landforms, dead trees groaning under the snow."
},
{
"actor": "Project Dread Board",
"dialogue": "Entire oceans have been frozen from shore to shore. There are pictures of settlements on dried up riverbeds, abandoned in a storm. Animal corpses in the dark, carcasses and bones."
},
{
"actor": "Encyclopedia",
"dialogue": "You see primitive oil rigs built into glaciers -- by *boreal dweorg* -- yurts under the snow, great mammoth-like beasts of burden..."
},
{
"actor": "Electrochemistry",
"dialogue": "Albeit dark and cold, this vision also feels cosy in its own way. Like eggnog, or morphine! A much needed respite from our own world."
},
{
"actor": "Project Dread Board",
"dialogue": "A pinned postcard reads: 'The heat death scenario -- a desperate fight for geothermal energy engulfs the world as Wirrâl becomes untethered from its sun, drifting through the Universe.'"
},
{
"actor": "You",
"dialogue": "Inspect the notes."
},
{
"actor": "Project Dread Board",
"dialogue": "The handwriting is only partly legible, but you can still make out three slogans: 'Call in, tune out!', 'WIRRÂL UNTETHERED', and 'Heat death of the Universe'..."
},
{
"actor": "Perception (Sight)",
"dialogue": "The full text reads: 'Heat death of the Universe is the new black'. Another note says: 'The biggest advancement in role-playing systems since the Thirties'."
},
{
"actor": "Shivers",
"dialogue": "Outside, a cold wind wraps the building in its bosom. Snowflakes in the wind. An old woman passes what the locals call the Doomed Commercial Area. She tries hard not to look at the bookstore windows. It's *unwise*."
}
] |
[
{
"actor": "Pile of Eternite",
"dialogue": "An inconspicuous pile of the roofing material, eternite."
},
{
"actor": "You",
"dialogue": "Why am I looking at this pile of the roofing material?"
},
{
"actor": "Pile of Eternite",
"dialogue": "[Action/Check: Condition: (Variable[\"yard.cuno_shack_white_perc_sight\"]) == false]"
},
{
"actor": "Perception (Sight)",
"dialogue": "Because it's nice and orderly. Well laid pallet. Easy on the eyes."
},
{
"actor": "Pile of Eternite",
"dialogue": "[Action/Check: Condition: Variable[\"yard.shack_strange_feeling\"]]"
},
{
"actor": "Perception (Sight)",
"dialogue": "It reveals no secrets at this time."
},
{
"actor": "You",
"dialogue": "What is this?"
},
{
"actor": "Pile of Eternite",
"dialogue": "It's nothing. Someone just left some roofing material slanted against an old shack."
},
{
"actor": "Pile of Eternite",
"dialogue": "[Action/Check: Condition: Variable[\"yard.shack_ency_eternite_dump\"]]"
},
{
"actor": "You",
"dialogue": "Why am I looking at this pile of the roofing material?"
}
] |
[
{
"actor": "Bust of Kras Mazov",
"dialogue": "A plaster cast bust depicts a middle-aged man with impressive sideburns. The name on the plinth reads 'Kras Mazov'."
},
{
"actor": "Encyclopedia",
"dialogue": "Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on the Graad side of the Turn-of-the-Century Revolution, where he headed the Eleven Day Government. Mazov is considered the father of scientific communism (Mazovian thought or Mazovianism)."
},
{
"actor": "You",
"dialogue": "\"Father Mazov, the hero of the working class!\" (Salute the statue.)"
},
{
"actor": "Bust of Kras Mazov",
"dialogue": "A warm feeling fills you as you look into Mazov's marble eyes. The hallway behind the door is empty; no one else heard your courageous salute."
},
{
"actor": "You",
"dialogue": "Who is Kras Mazov?"
},
{
"actor": "Bust of Kras Mazov",
"dialogue": "Situated between a poster of a white star and a photo of revolutionaries posing with their guns... This can't be a coincidence. There can be only one explanation."
},
{
"actor": "Bust of Kras Mazov",
"dialogue": "Kras Mazov is a *communard*."
},
{
"actor": "Encyclopedia",
"dialogue": "Yes, Kras Mazov (nom de guerre), was an economist and theoretical historian. He was a leading figure on the Graad side of the Turn-of-the-Century Revolution, where he headed the Eleven Day Government. Mazov is considered the father of scientific communism (Mazovian thought or Mazovianism)."
}
] |
[
{
"actor": "Authority",
"dialogue": "You made the right call there. It feels good. Pure."
},
{
"actor": "You",
"dialogue": "About what?"
},
{
"actor": "Authority",
"dialogue": "I'm talking about your zero tolerance policy toward *the mania of Narco*! You're in the *right* there. Powerful stance. Would you like to take it up a notch? Would you like to become an anti-narcomania zealot?"
},
{
"actor": "You",
"dialogue": "Okay, but don't I have to stop, like, taking pyrholidon first?"
},
{
"actor": "Authority",
"dialogue": "That's *not* a problem. At all. The more drugs you do, the more zealous you can be in combating them. Drugs give you the *vigour* to fight drugs."
},
{
"actor": "Rhetoric",
"dialogue": "And not only that!"
},
{
"actor": "You",
"dialogue": "You're right. I can't think of any objections."
},
{
"actor": "Authority",
"dialogue": "Of course not. You've always been anti-narco militant material. You kept *her* off a *dark* course with that interjection! Are you ready to *save lives*?"
},
{
"actor": "You",
"dialogue": "\"I'm ready to start saving lives.\" (Opt in.)"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"That's good to hear.\" The lieutenant acknowledges your strange mumbling. He does not have any narcotics visibly on him as he says it. Good."
}
] |
[
{
"actor": "You",
"dialogue": "\"These men, they didn't do it!\""
},
{
"actor": "Kortenaer",
"dialogue": "\"Yeah? Who did then?\""
},
{
"actor": "Inland Empire",
"dialogue": "You should implicate *yourself*. Throw yourself onto the embrasure, chest first!"
},
{
"actor": "You",
"dialogue": "\"Wait, I just need a little time to figure this out.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"auto.visited_church_inside\"] and Variable[\"TASK.open_gary_door_done\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"auto.visited_church_inside\"]]"
},
{
"actor": "De Paule",
"dialogue": "\"Time? You *had* time -- to fuck around in that church!\" She points over the water. \"Chase some dumb drug trader. I saw you...\""
},
{
"actor": "Kortenaer",
"dialogue": "\"Time is up, loincloth,\" he says to you. \"Give me a name. NOW!\""
},
{
"actor": "You",
"dialogue": "\"It was someone *else* -- someone who's not here now.\""
},
{
"actor": "Kortenaer",
"dialogue": "\"How fucking *convenient*...\" He gives you a drunken stare -- then puts his hand on the gun."
},
{
"actor": "Reaction Speed",
"dialogue": "His fingers are twitching. That's a draw reflex. He's about to draw."
},
{
"actor": "You",
"dialogue": "\"Actually, they *are* here.\" (Point to the enemy) \"It was one of you.\""
},
{
"actor": "Kortenaer",
"dialogue": "\"One of *us*? You saying we...\" There's a dangerous gleam in his eye. \"What if I just shot one of your pals here right now, huh?\""
},
{
"actor": "Kortenaer",
"dialogue": "\"How about the kipt?\" He points his gun at Elizabeth. \"Go ahead, tell me we fucking killed our own colonel one more time...\""
}
] |
[
{
"actor": "You",
"dialogue": "\"Hey, Sylvie, it's the police again.\""
},
{
"actor": "Sylvie",
"dialogue": "\"Oh, great.\" She doesn't sound thrilled. \"What else do you need, detective?\""
},
{
"actor": "You",
"dialogue": "\"Have you seen my badge?\""
},
{
"actor": "Sylvie",
"dialogue": "\"Yes, I know who you are. You're a police officer... *the law*.\""
},
{
"actor": "Sylvie",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.kineema_made_sylvie_cry_like_a_boss\"]]"
},
{
"actor": "Authority",
"dialogue": "Yeah, I think she got it. Good job!"
},
{
"actor": "You",
"dialogue": "\"Wait, how did you first learn I'm a police officer?\""
},
{
"actor": "Sylvie",
"dialogue": "\"You told me back in the Whirling... you told *everybody*. And showed us your badge... I don't need to hear about it anymore.\""
},
{
"actor": "You",
"dialogue": "\"My badge is missing. Have you seen it anywhere?\""
},
{
"actor": "Sylvie",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.kim_badge_lie\"] == true and IsKimHere()) == false]"
},
{
"actor": "Sylvie",
"dialogue": "\"Oh... no, I haven't, sorry.\""
},
{
"actor": "Sylvie",
"dialogue": "[Action/Check: Condition: (CheckItem(\"jacket_rcm\")) == false]"
},
{
"actor": "Composure",
"dialogue": "Real policemen have uniforms too, by the way. Where's yours?"
}
] |
[
{
"actor": "Project Dread Board",
"dialogue": "This old green chalkboard is covered in scribbles, sketches and schemes like some ancient cave mural."
},
{
"actor": "Project Dread Board",
"dialogue": "Some of the writing has faded with age, but you can still make out sections here and there; photos and drawings have been pinned to the board."
},
{
"actor": "You",
"dialogue": "Inspect the drawings."
},
{
"actor": "Project Dread Board",
"dialogue": "These lithe, pointy-eared creatures appear to be different types of *welkins*. You make out autumnal *candle-welkins* casting wax-based magic..."
},
{
"actor": "Project Dread Board",
"dialogue": "*Translucent welkins* with organs shining under their skin, and even aether welkins -- hailing from the vast emptiness of sidereal space."
},
{
"actor": "Conceptualization",
"dialogue": "This looks like an *enormous improvement* on the classic Wirrâl setting. Much more *advanced*. Light years ahead."
},
{
"actor": "Conceptualization",
"dialogue": "If they put this much effort into making welkin cooler, imagine what they did with the dweorg and the humans?"
},
{
"actor": "Drama",
"dialogue": "You should adopt one of those welkins as your *persona*. No longer a mere man -- but a welkin..."
},
{
"actor": "Project Dread Board",
"dialogue": "One of the welkins -- towering among the rest -- appears to be different, however."
},
{
"actor": "You",
"dialogue": "Examine the welkin -- this is important."
},
{
"actor": "Project Dread Board",
"dialogue": "It's Vaarahamira, a *high welkin* -- his face white and scarred like cracked marble. This is clearly a welkin supremacist. The note says: 'All non-welkin races will be purged.'"
}
] |
[
{
"actor": "Scab Leader",
"dialogue": "[Action/Check: Condition: Variable[\"gates.mhead_fight_success\"]]"
},
{
"actor": "Scab Leader",
"dialogue": "[Action/Check: Condition: (Variable[\"gates.scableader_altgreet_mhead_punched\"]) == false]"
},
{
"actor": "Scab Leader",
"dialogue": "\"Went native on the chief, huh?\" He nods in approval. \"Those ballerina antics were reckless. Should have just punched him in the throat again.\""
},
{
"actor": "Physical Instrument",
"dialogue": "Wrong. You did the right thing with Measurehead. The ballerina antics won you the fight."
},
{
"actor": "Scab Leader",
"dialogue": "He pauses, then abruptly changes the subject: \"Let's talk about our right to work.\""
},
{
"actor": "Scab Leader",
"dialogue": "[Action/Check: Condition: Variable[\"gates.scableader_greeting_done\"]]"
},
{
"actor": "You",
"dialogue": "\"I think you may be able to help me decipher some tattoos.\" (Take out the picture.)"
},
{
"actor": "Scab Leader",
"dialogue": "[Action/Check: Condition: (CheckItem(\"instant_photo_tattoos\")) == false]"
},
{
"actor": "Scab Leader",
"dialogue": "\"Don't think so,\" he grunts."
},
{
"actor": "Inland Empire",
"dialogue": "Suddenly this feels like a really, *really* bad idea."
},
{
"actor": "You",
"dialogue": "\"Of course. Yes. Forget about it. Let's discuss something else.\" (Cancel task.)"
}
] |
[
{
"actor": "You",
"dialogue": "\"Okay, let's do this.\" (Climb the monument.)"
},
{
"actor": "Soona, the Programmer",
"dialogue": "[Action/Check: Condition: Variable[\"jam.warship_phys_inst_bar\"]]"
},
{
"actor": "Soona, the Programmer",
"dialogue": "[Action/Check: Condition: (CheckEquippedGroup(\"gloves\")) == false]"
},
{
"actor": "Soona, the Programmer",
"dialogue": "[Action/Check: Condition: (Variable[\"auto.is_raining\"] == true or Variable[\"auto.is_snowing\"] == true) == false]"
},
{
"actor": "Horseback Antenna",
"dialogue": "The cold metal chills your bare hands. Some part of your brain tells you something is missing..."
},
{
"actor": "Hand/Eye Coordination",
"dialogue": "Chalk powder. Absorbs moisture and keeps your grip firm."
},
{
"actor": "Soona, the Programmer",
"dialogue": "[Action/Check: Condition: Variable[\"jam.warship_physint_chalk\"]]"
},
{
"actor": "Horseback Antenna",
"dialogue": "... and before you know it, you're safely perched atop the monument."
},
{
"actor": "You",
"dialogue": "\"That was pretty bad. I hope nobody saw it.\""
},
{
"actor": "Soona, the Programmer",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Yes, you're a natural gymnast, detective. Now would you like to do what you got up there to do?\""
}
] |
[
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "[Action/Check: Condition: (IsNight()) == false]"
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.klaasje_main_greeting_done\"]) == false]"
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"Welcome to the roof.\" The young woman has a cigarette in one hand and a cup of coffee in the other."
},
{
"actor": "Perception (Sight)",
"dialogue": "Her hair is still slick from the shower."
},
{
"actor": "Electrochemistry",
"dialogue": "Below her silvery jumpsuit -- an athletic young body. Built long and lean..."
},
{
"actor": "Physical Instrument",
"dialogue": "...then toned over several years of self-defence training. You can sense it in the sharp pointing of her elbows."
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"I'm sorry for the mess down there. The cleaning lady hasn't come by in *days*. I'm beginning to wonder if she ever will...\""
},
{
"actor": "You",
"dialogue": "\"Nice view you've got here.\""
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "[Action/Check: Condition: Variable[\"TASK.get_the_dead_body_down_from_the_tree_done\"]]"
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.send_corpse_to_processing_done\"]) == false]"
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "[Action/Check: Condition: (Variable[\"TASK.fridge_victims_body_done\"]) == false]"
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"Nice? I don't know about that, officer...\" She looks north, toward the yard."
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "A moment passes. The lieutenant glances at the sports watch on his wrist."
},
{
"actor": "You",
"dialogue": "\"I have big news, Kim.\" (Tell Kim about how you no longer obsess over your sexuality.)"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Okay.\""
},
{
"actor": "You",
"dialogue": "\"I have managed to stop obsessing about my sexuality.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Great. Imagine all the time you'll have for work now -- matter of fact, we should get back to it right now.\""
},
{
"actor": "You",
"dialogue": "Nod."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "He turns his attention elsewhere."
},
{
"actor": "You",
"dialogue": "\"Just one thing though...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"What?\""
},
{
"actor": "You",
"dialogue": "\"Nothing, let's go.\" [Leave.]"
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.alaineugene_bad_greet\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.alaineugene_gud_greet\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (Variable[\"plaza.tribunal_i_didnt_do_nothing_those_guys_did\"] or Variable[\"plaza.tribunal_theory_hardie\"]) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_did_nothing\"]]"
},
{
"actor": "Alain",
"dialogue": "Seeing you approach, the bruised man clenches his fists."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (IsCunoInParty()) == false]"
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: Variable[\"plaza.tribunal_spiritbomb_succeeded\"] or Variable[\"plaza.tribunal_shot_kortenaer_success\"]]"
},
{
"actor": "Eugene",
"dialogue": "\"Oh, it's you... Didn't think we'd see you walking any time soon.\" He looks to the man sitting behind him. \"Alain, look, it's the killer cop.\""
},
{
"actor": "Alain",
"dialogue": "\"Uh... what?\" He looks up, his eyes full of confusion, as if he'd just woken from a deep sleep."
},
{
"actor": "Electrochemistry",
"dialogue": "He's very, *very* drunk."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: IsKimHere()]"
}
] |
[
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I believe they heard something,\" he says, glancing back at the twins. \"And given the poverty of this part of town, I don't know how they could have heard a radio.\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I don't *know* how they heard it, but...\" He returns his gaze to you. \"I know the station they imitated. So they must have heard it somehow.\""
},
{
"actor": "You",
"dialogue": "\"What channel was it?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Speedfreaks FM.\""
},
{
"actor": "Volition",
"dialogue": "Don't."
},
{
"actor": "You",
"dialogue": "\"Wasn't your radio tuned into Speedfreaks FM?\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"You must be mistaken,\" the lieutenant says in a calm, measured tone. \"Anyway.\""
},
{
"actor": "Logic",
"dialogue": "A calculated response. To say *why the hell did you snoop on my radio?* would be reasonable -- but it would confirm he likes the station. Instead, he dismisses it. He must be embarrassed by his affection for Speedfreaks FM."
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"I can't explain how they heard it,\" he says, ignoring your comment. \"I believe they heard something. And given the poverty of this part of town, I don't know how they could have heard a radio. However...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "\"Weird as it is, this situation is not connected to the murder. This isn't our business.\""
}
] |
[
{
"actor": "Trant Heidelstam",
"dialogue": "[Action/Check: Condition: Variable[\"boardwalk.trant_main_hub_reached\"]]"
},
{
"actor": "Trant Heidelstam",
"dialogue": "[Action/Check: Condition: (IsMorning()) == false]"
},
{
"actor": "Trant Heidelstam",
"dialogue": "[Action/Check: Condition: (IsEvening()) == false]"
},
{
"actor": "Trant Heidelstam",
"dialogue": "\"Hello again!\" He nods to you, smiling."
},
{
"actor": "You",
"dialogue": "\"I want to hear about the Feld building again...\""
},
{
"actor": "Trant Heidelstam",
"dialogue": "\"Sure, what's on your mind?\""
},
{
"actor": "You",
"dialogue": "\"What did the revolutionaries do with those advanced tape computers?\""
},
{
"actor": "Trant Heidelstam",
"dialogue": "\"They used them for military communications,\" he says, while his son looks up, idly chewing on the corner of his würm-themed colouring book. \"But also to write and send out press releases. The most notorious example being Le Décret de Mars.\""
},
{
"actor": "You",
"dialogue": "\"What was that?\""
},
{
"actor": "Trant Heidelstam",
"dialogue": "\"What's the March decree? I mean the radio transmission sent out to news agencies and world governments by the newly-created Commune of Revachol on the 7th of March in the year '02.\""
},
{
"actor": "Encyclopedia",
"dialogue": "A short-lived legislative foundation for a short-lived utopia."
},
{
"actor": "Trant Heidelstam",
"dialogue": "\"It's a beautiful piece of text, actually. A singer-songwriter I know -- Charette -- called it a love poem to Revachol on her political concept album 'Bons baisers d'Insulinde'. You should read it. Every local library in Revachol stocks a copy of the decree.\""
}
] |
[
{
"actor": "You",
"dialogue": "\"Titus says he's got a tape where the deceased discusses committing rape. Tell me about it.\""
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"You haven't listened to it?\" She blows a column of smoke in the air. \"You sure you don't want to hear it before questioning me?\""
},
{
"actor": "You",
"dialogue": "\"I have no time for tapes. There's a murderer on the loose!\""
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"Of course, officer. No time to lose.\" She taps her cigarette as she nods. \"I'm guessing he tried to give you the Doorgunner Megamix, yeah?\""
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"They've got him saying he'd like to rape and kill. Do Revachol *Soldier of the Apocalypse*-style. It really upset the boys.\" Ash falls from her cigarette as she shrugs. \"I never said he was a good man -- only that he wasn't bad to me.\""
},
{
"actor": "You",
"dialogue": "\"You like this kind of stuff?\""
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"We're all scraping up any happiness we can find, officer. Going around with our little scouring sticks -- you, your first love, Mr. Soldier of the Apocalypse here...\""
},
{
"actor": "Kim Kitsuragi",
"dialogue": "[Action/Check: Condition: (IsKimHere()) == false]"
},
{
"actor": "You",
"dialogue": "\"Did he tell you he had actually *done* any of those things? Here in Martinaise, I mean.\""
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"No. We were too busy laying waste to our own nervous systems to direct any of the *fury* outward. He seemed...\" She pauses. \"He seemed happy, I guess. At ease. As much as a man like him could be.\""
},
{
"actor": "Suggestion",
"dialogue": "There is a small measure of pride in her about this. That she could comfort and quell the rage in such a being."
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"That's about it, I think. It's not a very long tape.\" She takes another drag of her cigarette."
},
{
"actor": "You",
"dialogue": "\"Can you say any more about what's on the tape?\""
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"The tape? Hm...\" She searches her memory. Slowly, she starts smiling a strange smile."
},
{
"actor": "Electrochemistry",
"dialogue": "A memory surfaces in her damaged neocortex -- it's not entirely unpleasant."
},
{
"actor": "Klaasje (Miss Oranje Disco Dancer)",
"dialogue": "\"I think he said *whore* a lot... He said this wasn't Revachol. He said it was a fucking village with village elephants and that he was gonna do us all *Co Hoi-style*.\""
},
{
"actor": "Encyclopedia",
"dialogue": "Co Hoi, a village that was the site of infamous war crimes in the South Safre conflict, the ongoing proxy war between Graad and Safre. It has been hot for 12 years, with atrocities piling up daily. Mostly committed by Graad."
}
] |
[
{
"actor": "Inland Empire",
"dialogue": "Stop. Just up ahead: danger."
},
{
"actor": "Hand/Eye Coordination",
"dialogue": "You are prepared. Don't put away your friend. Your weapon."
},
{
"actor": "Interfacing",
"dialogue": "Snowflakes speck the barrels of your Villiers 9mm pistol."
},
{
"actor": "Hand/Eye Coordination",
"dialogue": "For God's sake -- find some bullets before you go any further. An unloaded gun won't do you any good!"
},
{
"actor": "You",
"dialogue": "I'll feel prepared as soon as I switch out my real police gun."
}
] |
[
{
"actor": "You",
"dialogue": "Face yourself."
},
{
"actor": "Mirror",
"dialogue": "[Action/Check: Condition: (Variable[\"whirling.mirror_endurance_rc\"]) == false]"
},
{
"actor": "Endurance",
"dialogue": "What was *that*? Did you just *flinch* before your own reflection?"
},
{
"actor": "You",
"dialogue": "It was just a reflex!"
},
{
"actor": "Endurance",
"dialogue": "The problem is obvious: You simply can't hack it. You're a failure. It's all *too much* for you."
},
{
"actor": "You",
"dialogue": "But I was trying so hard! I was making progress!"
},
{
"actor": "Endurance",
"dialogue": "It wasn't enough. You simply don't have what it *takes*..."
},
{
"actor": "Mirror",
"dialogue": "[Action/Check: Condition: Variable[\"whirling.mirror_stopped_expression\"]]"
},
{
"actor": "Endurance",
"dialogue": "Look at yourself: You go about with this mopey look on your face like a dog who's been beaten with an old stick."
},
{
"actor": "Electrochemistry",
"dialogue": "Hey! It took a minor neurological *miracle* to get your face to this point!"
},
{
"actor": "Endurance",
"dialogue": "You've let your guard down. Now the combined armies of Pain and Shit are streaming through your gates, pillaging your stores, carrying off your wömen..."
},
{
"actor": "You",
"dialogue": "No, not the stores..."
},
{
"actor": "Endurance",
"dialogue": "Oh yes, they're all *wiped out*. Your bushels of grain, your salted meats, your hogsheads brimming with bitter ale. All gone. Your fields have been put to the torch, your great-hall is a ravaged husk. You are bereft."
},
{
"actor": "Endurance",
"dialogue": "And that doesn't even *begin* to cover what's happened to your wömen..."
},
{
"actor": "You",
"dialogue": "Goddamnit..."
},
{
"actor": "Endurance",
"dialogue": "Oh yes, they're all gone. Carried off by foreign invaders because you failed to uphold your most ancient and noble vöws. The worst part is they might even *prefer* it this way..."
}
] |
[
{
"actor": "Insulindian Phasmid",
"dialogue": "[Action/Check: Condition: Variable[\"seafort.phasmid_main_hub_reached\"]]"
},
{
"actor": "Insulindian Phasmid",
"dialogue": "Hissing and clicking, the arthropod extends its mandible-like antennae to greet you again. You're right below it, looking up at the colossal chitin of its white limbs. Its small eyes look at nothing in particular."
},
{
"actor": "You",
"dialogue": "Tell me -- what are you doing?"
},
{
"actor": "Insulindian Phasmid",
"dialogue": "[Action/Check: Condition: (Variable[\"seafort.phasmid_wc_what_are_ya_doin\"]) == false]"
},
{
"actor": "Inland Empire",
"dialogue": "Nothing. Its simple eyes give off no flicker of light, no one is home. The twitches of its limbs are insect-like, unknowable, perhaps without substance even."
},
{
"actor": "You",
"dialogue": "I want there to be more."
},
{
"actor": "Insulindian Phasmid",
"dialogue": "Mute, the insect foams from its mouthparts, tilting the plates of its fused together head. From left to right, without reason."
},
{
"actor": "Insulindian Phasmid",
"dialogue": "[Action/Check: Condition: (Variable[\"seafort.phasmid_wc_failure_counter\"] >= 1) == false]"
},
{
"actor": "Encyclopedia",
"dialogue": "In its marrow -- a combination of complex biomolecules. Hormones, amino acids, lipids."
},
{
"actor": "Pain Threshold",
"dialogue": "What more is there in any of us? You think, as the sight of the insect fades and pain shoots up your right foot and into your abdomen, darkening your view... when it returns the insect twitches, feeling the blood on you..."
},
{
"actor": "Insulindian Phasmid",
"dialogue": "[Action/Check: Condition: Variable[\"seafort.sense_hearing_pain_flash\"]]"
},
{
"actor": "Pain Threshold",
"dialogue": "The sight of the insect pulses with pain, as a streak of fire tries to shoot up your leg. You swallow it. Unmoved. Not now. There's blood dripping... warm. The creature must feel it too, it twitches."
}
] |
[
{
"actor": "Easy Leo",
"dialogue": "\"Oh hey, mister! I knew you'd be back to talk with old Leo here, yes I did, yes I did. It's like Lady Leriche said when she opened a bath house in the basement of my apartment building: *They can only get so far before they're aching to get back*. And lot of folks really did keep coming back...\""
},
{
"actor": "You",
"dialogue": "\"I had some questions for you, if that's not too much trouble?\""
},
{
"actor": "Easy Leo",
"dialogue": "\"No trouble at all, mister. No trouble at all. It's like that old saying goes -- *wisdom withers if not shared* -- and old Leo is always up for sharing.\""
},
{
"actor": "You",
"dialogue": "\"Where is everyone? The harbour is empty.\""
},
{
"actor": "Easy Leo",
"dialogue": "\"Oh, most of the guys are down at the gates, keeping the scabs from coming in...\" He leans in with a confidential look..."
},
{
"actor": "Easy Leo",
"dialogue": "\"We're on a *strike* -- the whole union is! You don't have to work when you're on strike. Ha -- we haven't worked for two months now.\""
}
] |
[
{
"actor": "Acele",
"dialogue": "\"This?\" She breathes on her freezing fingers. \"It's a portable recording device. It's for field recording. Low quality, but still.\""
},
{
"actor": "You",
"dialogue": "\"And the wires?\""
},
{
"actor": "Acele",
"dialogue": "\"Actually just one wire, I picked on it till the braiding came loose. The wire leads to a contact microphone.\""
},
{
"actor": "You",
"dialogue": "\"What's a 'contact microphone'?\""
},
{
"actor": "Acele",
"dialogue": "\"A contact mic records sounds from inside things. Like this ice.\""
},
{
"actor": "Encyclopedia",
"dialogue": "Your mangled brain would like you to know there is a boxer called Contact Mike."
},
{
"actor": "You",
"dialogue": "Yeah? Any news on my own name?"
},
{
"actor": "Encyclopedia",
"dialogue": "Nope."
},
{
"actor": "Encyclopedia",
"dialogue": "You're welcome."
},
{
"actor": "You",
"dialogue": "\"How does that thing work?\""
},
{
"actor": "Acele",
"dialogue": "\"The mic? I don't exactly know. Somehow it doesn't pick up vibrations from the air. The box said it only picks up *structure-borne sound*. If you like technobabble.\""
}
] |
[
{
"actor": "Suggestion",
"dialogue": "There's really no point in manipulating anyone. You're chummy. Just go on and ask!"
},
{
"actor": "You",
"dialogue": "\"Hey, Lena, I'd really like to hear about some of those juicy *cryptids* you've studied. Could you tell me about a couple?\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"Oh, I'd be delighted!\""
},
{
"actor": "You",
"dialogue": "\"What's the biggest cryptid?\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"I thought we'd agreed on just one cryptid, sweetie.\""
},
{
"actor": "You",
"dialogue": "\"But, but... this is so much more *interesting* than my real job.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"Your work must get quite frustrating. Well, okay, just one or two more...\" She smiles mischievously."
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"The biggest cryptid is of course -- the Giant of Koko Nur. It's huge.\""
},
{
"actor": "Lena, the Cryptozoologist's wife",
"dialogue": "\"The Giant lives in the most arid parts of the vast Koko Nur desert, in South Samara, casting a strange light across the barren wastes.\""
}
] |
[
{
"actor": "Door, Apartment #20",
"dialogue": "A weathered brown door. The number reads '20'."
},
{
"actor": "Perception (Smell)",
"dialogue": "Something smells good -- soupe à l'oignon?"
},
{
"actor": "Inland Empire",
"dialogue": "This is the door, you already know it's the right door. This is going to be *so hard*."
},
{
"actor": "Volition",
"dialogue": "Get yourself together. It's just police work."
},
{
"actor": "Horrific Necktie",
"dialogue": "Don't knock, just leave. You don't need this. You don't need to *sad it up*."
},
{
"actor": "You",
"dialogue": "[Leave.]"
}
] |
Subsets and Splits